This course is designed to introduce you to teaching online – the concepts, competencies, pedagogies, and practices that are required to plan, develop, and teach an online course. Along with introducing you to these key topics, this course will showcase the perspectives of students, faculty, and instructional designers who have a wide range of experience teaching and learning online.
Creating an online discussion space, often referred to as a backchannel, is one of the ways that nearly all teachers can create more opportunities for students to interact with them and their classmates.
Backchannel Chat is a service through which you can create an online discussion space for your students. In your Backchannel Chat discussion rooms you can post comments and questions for your students to respond to. Your students can respond in real-time. Students can ask you and their classmates questions within the confines of your Backchannel Chat room. The free version of Backchannel Chat limits you to 30 participants at a time.
Tuesday, October 30 from 9:00am-3:00pm at the System Office, Wells Fargo Place (Saint Paul, MN).
Team 3 is charged with developing a process for prioritizing and selecting collaborative curriculum development and course offering projects that require the use of enterprise instructional design and technology services.
Have expertise in online education that you are willing to share?
The Online Strategy Workgroup needs subject matter experts to participate on one of the three teams below.
Team 1 (Access) – Team 1 is charged with reviewing the existing services provided by the Minnesota State Info Hub and aligning the services they provide with the needs outlined in the corresponding action steps of the Online Strategy report. This team will utilize the existing levels of funding allocated to the Minnesota State Info Hub without seeking additional financial compensation from campuses. See what subject matter experts are needed for this team.
Team 2 (Quality) – Team 2 is charged with reviewing the existing services provided by the Minnesota Online Quality Initiative (MOQI) and aligning these services with the needs outlined in the corresponding action steps of this report. In addition to evaluating faculty development programming options available through MOQI, this team will be responsibility for developing the tools intended to support the quality improvement processes used by campuses. See what subject matter experts are needed for this team.
Team 3 (Collaboration) -Team 3 is charged with developing a process for prioritizing and selecting online collaborative curriculum development and online course offering projects that require the use of enterprise instructional design and technology services. See what subject matter experts are needed for this team.
PROGRAM FEES $2,300 STARTS ON November 28, 20182 months, online 6-8 hours per week
A Digital Revolution Is Underway.
In a rapidly expanding digital marketplace, legacy companies without a clear digital transformation strategy are being left behind. How can we stay on top of rapid—and sometimes radical—change? How can we position our organizations to take advantage of new technologies? How can we track and combat the security threats facing all of us as we are swept forward into the future?
Who is this Program for?
Professionals in traditional companies poised to implement strategic change, as well as entrepreneurs seeking to harness the opportunities afforded by new technologies, will learn the fundamentals of digital transformation and secure the necessary tools to navigate their enterprise to a digital platform.
Participants come from a wide range of industries and include C-suite executives, business consultants, corporate attorneys, risk officers, marketing, R&D, and innovation enablers.
Your Learning Journey
This online program takes you through the fundamentals of digital technologies transforming our world today. Led by MIT faculty at the forefront of data science, participants will learn the history and application of transformative technologies such as blockchain, artificial intelligence, cloud computing, IoT, and cybersecurity as well as the implications of employing—or ignoring—digitalization.
Blind Protocol, an alternate reality game created by two high school English teachers to help students understand online privacy and data security. This form of gaming blends fact and fiction to immerse players in an interactive world that responds to their decisions and actions. In a recent article on KQED, Paul Darvasi and John Fallon described how they chose the gaming format to help their students gain a deeper look at how vulnerable their personal data is.
An interactive discussion on MOOCs, online learning, and the goal of 100 million learners by 2022
The Future Trends Forum welcomes
Anant Agarwal , the founder and CEO of edX, a non-profit venture created by Harvard University and the Massachusetts Institute of Technology, focused on transforming online and on-campus learning through groundbreaking methodologies.
He aims to help bring quality education to everyone, everywhere. Anant has also been a Professor of Electrical Engineering and Computer Science at MIT for 30 years.
Looking for a beginner’s crash course in game making software and process? Games can be an excellent teaching resource, and game development is easier than ever. Whether you’re looking to develop your own teaching resources or run a game-making program for users, this course will give you the information you need to choose the most appropriate software development tool, structure your project, and accomplish your goals. Plain language, appropriate for absolute beginners, and practical illustrative examples will be used. Participants will receive practical basic exercises they can complete in open source software, as well as guides to advanced educational resources and available tutorials.
This is a blended format web course:
The course will be delivered as 4 separate live webinar lectures, one per week on Wednesday November 21 and then repeating Wednesdays, November 28, December 5 and December 12 at Noon Central time. You do not have to attend the live lectures in order to participate. The webinars will be recorded and distributed through the web course platform for asynchronous participation. The web course space will also contain the exercises and discussions for the course.
Participants will be able to name five different software tools available to assist them or their users in creating games and interactive web content, as well as identify the required knowledge and skills to effectively use each program.
Participants will be able to effectively structure the development process of a game from brainstorming to launch.
Participants will be able to identify and articulate areas in which games can increase educational effectiveness and provide practical, desirable skills.
Who Should Attend
Library staff looking to develop educational games or run game making programs for users (including tween or teen users).
Ruby Warren believes in the power of play, and that learning is a lot more effective when it’s interactive. She is the User Experience Librarian at the University of Manitoba Libraries, where she recently completed a research leave focused on educational game prototype development, and has been playing games from around the time she developed object permanence.
LITA Member: $135
ALA Member: $195
Moodle and Webinar login info will be sent to registrants the week prior to the start date.
This class will start with simple ways librarians may embed their skills remotely starting with the LMS especially through the use of portal tabs, blocks, eReserves, knowledge bases, and student/faculty orientations. We’ll then move on to discussing how to bring the traditional face-to-face BI session (which librarians know so well) into the online class through the use of team teaching, guest lecturing, and conducting synchronous workshops. We’ll explore in the 3rd week how the librarian can become more influential in online course design and development. The session concludes with an examination of the ways librarians can evaluate whether or not their virtual efforts are impacting student access to library resources as well as possible learning outcomes.
more on embedded librarianship in this iMS blog