Searching for "apple"

online learning and course design

Online learning can work if universities just rethink the design of their courses

https://theconversation.com/online-learning-can-work-if-universities-just-rethink-the-design-of-their-courses-50848

Course design is key to improving student engagement

Training teachers in how to design their courses is key to re-engaging individual students and holding back the tide of dropouts.

Five tips for designing an online course:

  1. State your objective: Each lesson should have one concise, action-oriented learning objective to ensure your lesson design process is focused.
  2. Think as a private tutor: Learners today are inundated with media tailored to them and they expect learning to be tailored as well. So think about how the tools available, including new technologies, will help create meaningful learning moments for all your students.
  3. Storyboard before you build: Being able to see a complete lesson, especially one that integrates various mediums, is essential to creating a successful learning experience.
  4. Build towards high-order thinking: Technology in education can go beyond multiple-choice questions and document repositories. Don’t be afraid to integrate tools that let learners create and share.
  5. Remember you’re learning too: Reviewing learner results from a lesson shouldn’t just be about their score, but also evaluating how effectively the lesson was developed and executed so your teaching can adapt and learn as well.

Breakout Sessions for Large Online Video Classes

New Technology Allows Breakout Sessions for Large Online Video Classes

Zoom Breakout Rooms will allow instructors in video classes as large as 200 students to break into as many as 50 smaller groups. By Michael Hart 12/01/15

Zoom https://zoom.us/

The Teaching Professor Technology Conference

The Teaching Professor Technology Conference

http://www.magnapubs.com/2016-teaching-professor-technology-conference/index.html

The Teaching Professor Technology Conference will include sessions on:

  • Faculty Development
  • Course Design
  • Legal Issues and Policy
  • Grading and Feedback
  • Student Engagement
  • Content Delivery

How to Register  Online: http://www.magnapubs.com/2016-teaching-professor-technology-conference/  Email: support@magnapubs.com  Phone: 800-433-0499 (US & Canada) or 608-246-3590 (Int’l)

Online Service Learning Project

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.

games and learning

Four Inventive Games That Show Us the Future of Learning

http://ww2.kqed.org/mindshift/2015/11/26/four-inventive-games-that-show-us-the-future-of-learning

Earth Primer

Designed by Chaim Gingold, a Ph.D. student at UC Santa Cruz, indie developer and designer of Spore’s creature creator, “Earth Primer” is a reinvention of the textbook. Unlike the all-too-familiar “interactive textbooks” that are little more than pictures and animations tacked on to traditional text, “Earth Primer” starts from the ground up. It’s elegantly presented and paced.

Metamorphabet

Patrick Smith, the designer behind “Metamorphabet,” is like the games equivalent of a toymaker.

Extrasolar

Money and time are the two most common barriers to using games in the classroom. “Extrasolar” solves both while also striking pedagogical gold: authentic, self-motivated learning. It’s a free alternate reality game (ARG) that mimics the day-to-day life of a rover driver exploring an alien planet for a mysterious space agency. Rather than placing players in some fantastical world, they interact with what looks like a typical desktop interface, giving their rover commands, and waiting to receive photographs and data from the alien world as well as messages from their employer. Each bit of play requires only a few minutes of activity. The wait builds tension, and when matched with the relatively mundane interface and tasks, it doesn’t feel like a game — which is kind of the point. Best of all: It’s all based in real science and, like with any good ARG, has a healthy dose of mystery to give players a reason to return.

Twine is an open-source tool for telling interactive, nonlinear stories.

http://twinery.org//

You don’t need to write any code to create a simple story with Twine, but you can extend your stories with variables, conditional logic, images, CSS, and JavaScript when you’re ready.

Twine publishes directly to HTML, so you can post your work nearly anywhere. Anything you create with it is completely free to use any way you like, including for commercial purposes.

Twine was originally created by Chris Klimas in 2009 and is now maintained by a whole bunch of people at several differentrepositories.

https://www.graphite.org/ – reviews and ratings for educational materials

EDAD 646 tech instruction

EDAD 646 tech instruction with Dr. Roger Worner

Based on the documents attached above, and the discussion and work already surrounding these documents, please consider the following flowchart:

study >>> systems theory >>> cybermetrics >>>

SWOT >>> strategic planning >>> task force >>> architect >>>

CM >>> public adviser >>> public polling >>> referendum

During the exercises surrounding the documents above, you have been introduced to various speakers / practitioners, who presented real-life cases regarding:

  1. business
  2. transportation  https://www.edulog.com/, http://www.tylertech.com/solutions-products/school-solutions/transportation, http://www.busboss.com/
  3. food service (http://www.foodservicedirector.com/research/big-picture/articles/impact-technology-foodservice)
  4. building grounds (http://files.eric.ed.gov/fulltext/ED499142.pdf)
  5. HR (http://login.libproxy.stcloudstate.edu/login?qurl=http%3a%2f%2fsearch.ebscohost.com%2flogin.aspx%3fdirect%3dtrue%26db%3dkeh%26AN%3d89941160%26site%3dehost-live%26scope%3dsite)
  6. others

– the first goal of this technology instruction is to figure out the current state of technology in K12 settings.
assignment:
* split in groups * using each group member’s information and experience about technology in general and technology in school settings, use the flow chart above and identify any known technology, which can improve the process of each step in the flow chart.
* reconvene and compare results among groups. Find similarities and discrepancies and agree on a pool of applicable technology tools and concepts, which can improve the process reflected in the flow chart.

Example how to meet the requirements for the first goal:  1. based on your technological proficiency, how can you aid your study using system thinking/systems approach? the work ahead of you is collaborative. What collaborative tools do you know, which can help the team work across time and space? Skype, Google Hangouts for audio/video/desktopsharing. Google Drive/Docs for working on policies and similar text-based documents.

Work on the following assignment:
Trends in technology cannot be taken separately from other issues and are closely intertwined with other “big” trends :

e.g., mobile workspaces (https://blog.stcloudstate.edu/ims/2015/12/03/mobile-workspaces-on-campus/ ) are part of the larger picture, namely active learning spaces (https://blog.stcloudstate.edu/ims/?s=learning+spaces&submit=Search), which involves, furniture, building construction, etc.

keeping in mind this interdependence / balance, please work in groups on the following questions. Using the available links above and the literature they lead to, as well as your own findings, please provide your best opinion to these questions:

  • when planning for a new building and determining learning spaces, what is the percentage of importance, which we place on technology, in relation to furniture, for example?
  • how much do teachers have a say in the planning of the building, considering that they had worked and prefer “their type” of learning space?
  • who decides what technology and how? how one rationalizes the equation technology = learning spaces = available finances?
  • how much outsourcing (consulting) on any of the components of the equation above one can afford / consider? How much weight the strategic planning puts on the consulting (outsourcing) versus the internal opinion (staff and administrators)?
  • how “far in the future” your strategic plan is willing / able to look at, in terms of technology – learning spaces?

How to stay current with the technology developments:

– the second goal of this technology instruction is to become acquainted with future technological trends and developments.
https://blog.stcloudstate.edu/ims/2015/11/25/future-trends-in-education/

 

The New Horizon Report 2015 K12 Edition:
http://k12.wiki.nmc.org/

https://www.graphite.org/ – reviews and ratings for educational materials

ideas:

Are Schools Wasting Moneys on Computers?

https://blog.stcloudstate.edu/ims/2015/12/04/computers-in-education/

LITA games at the library

Level up your Library Instruction through Games

Ally Addison Schauer, Elaine Settergren, LITA 2015

https://drive.google.com/file//0B_zfb_U6dSFJQVZuZlZ5Vk1NWnM/view

http://www.libraryinnovation.org/article/view/148

Learning Objectives

Primary

● Understand how Twine and Camtasia Studio softwares can be used for Library Instruction games

Secondary

● Understand game design process and strategies

http://twinery.org/

Apple developer

epidermal wearables

Electronic Sensors Printed Directly on the Skin

New electronic tattoos could help monitor health during normal daily activities.

http://www.technologyreview.com/news/512061/electronic-sensors-printed-directly-on-the-skin/

Wearable Electronic Health Patches May Now Be Cheaper and Easier to Make

http://news.utexas.edu/2015/09/29/engineers-develop-new-method-for-making-wearable-electronics

http://www.gizmag.com/wearableelectronics/

testing in schools

It is on its way out. But not exactly. Can it get more confusing as it is… Apparently, it can…

Obama Administration Calls for Limits on Testing in Schools

http://www.nytimes.com/2015/10/25/us/obama-administration-calls-for-limits-on-testing-in-schools.html

Obama Announces End Of ‘No Child Left Behind’ Era: Education Is More Than Tests

http://www.addictinginfo.org/2015/10/24/obama-announces-end-of-no-child-left-behind-era-education-is-more-than-tests/

why did this administration had to continue the insanity called NCLB from the previous one [for two presidential mandates]?

Reforming No Child Left Behind

https://www.whitehouse.gov/issues/education/k-12/reforming-no-child-left-behind

One Step Closer to Life After No Child Left Behind

http://www.theatlantic.com/education/archive/2015/07/one-step-closer-to-life-after-no-child-left-behind/398801/

The new law—the Every Child Achieves Act—would give much of that decision-making power back to states. Instead of the feds, state-level officials would determine how to assess academic performance, what counts as a struggling school, and which mechanisms to use to hold educators accountable for achievement. No more top-down reforms. No more mandatory interventions. No more Washington, D.C., bureaucrats stepping on the toes of local policymakers and educators who are much more in tune with their communities’ needs.

Right? Of course not. There’s plenty of important nuance here, and the legislative tug-of-war is just getting started.

Eight problems with Common Core Standards  August 21, 2012

https://www.washingtonpost.com/blogs/answer-sheet/post/eight-problems-with-common-core-standards/2012/08/21/821b300a-e4e7-11e1-8f62-58260e3940a0_blog.html

 

LMS and student learning

Techniques for Unleashing Student Work from Learning Management Systems

http://ww2.kqed.org/mindshift/2015/02/13/techniques-for-unleashing-student-work-from-learning-management-systems/

the fundamental problem is that learning management systems are ultimately about serving the needs of institutions, not individual students.

In his manifesto on Connectivism, George Siemens writes that in Connectivist learning environments, the “pipes” of a course are more important than what flows through those pipes. The networks that students build are durable structures of lifelong learning, and they are more important

by having students own their learning spaces and democratize the means of production. Rather than forcing students to log in to an institutional LMS, I asked them to create their own websites, blogs, Twitter accounts and spaces on the open Web. In these spaces, students could curate links and connections and share their evolving ideas. Whatever they create is owned and maintained by them, not by me or by Harvard. They can keep their content for three months, three years, or the rest of their lives, so long as they continue to curate and move their published content as platforms change.

so, it is back what i claimed at the turn of the century: LMS were claimed to be invented to make the instructor’s life “easier”: instead of learning HTML, use LMS. My argument was that by the time one learns the interface of WebCT, one can learn HTML and HTML will be remain for the rest of their professional life, whereas WebCT got replaced by D2L and D2L will be replaced by another interface. I was labeled as “D2L hater” for such an opinion.
Now to the argument that LMS was a waste of instructors’ time, is added the new argument that it is also a waste of students’ time.

The way that Connected Courses deal with this challenge is by aggregation, sometimes also called syndication. All of the content produced on student blogs, websites, Twitter accounts and other social media accounts is syndicated to a single website. On the Flow page, every piece of content created by students, myself and teaching staff was aggregated into one place. We also had Blog and Twitter Hubs that displayed only long-form writing from blogs or microposts from Twitter. A Spotlight page highlighted some of the best writings from students.

This online learning environment had three important advantages. First, students owned their means of production. They weren’t writing in discussion forums in order to get 2 points for posting to the weekly prompt. They wrote to communicate with audiences within the class and beyond. Second, everyone’s thinking could be found in the same place, by looking at hashtags and our syndication engines on t509massive.org. Finally, this design allows our learning to be permeable to the outside world. Students could write for audiences they cared about: fellow librarians or English teachers or education technologists working in developing countries. And as our networks grew, colleagues form outside our classroom could share with us, by posting links or thoughts to the #t509massive hashtag.

 

 

 

1 14 15 16 17 18 24