Using Creative Course Design to Increase Student Engagement
Keeping your learners engaged is a key to success in online learning. This webinar focuses on the tools and strategies that can be used to create an engaging learner experience and increase student success. We’ll share the components of course design that will help you to improve your courses and provide examples of what an engaging course looks like. Conestoga College will be joining us to share their recent experience using the Creative Services team at D2L to improve their online courses, and the benefits that they’ve seen.
Time 2:00pm ET
Audience: All
Presenter(s): Sandra Memmolo eLearning Developer, Kim Regehr Course Instructor, Christa Johnston Instructional Designer, Courseware Development
Infuse Learning
Infuse Learning is a tablet-based student response system for learning through conversation and collaboration. Teachers can build assessments and track students’ responses. The drawing-response tool (for sketches and diagrams) is a powerful feature here. Also, there’s native-language support for English learners. Read full review.
Kahoot
Kahoot is a game-based classroom response system. Teachers can create quizzes using content from the web. Questions appear on a class screen; without needing an account, students answer in real-time on a mobile device. Kahoot is different in that it creates an engaging competition. Students can also create their own quizzes and assessments. Read full review.
Socrative
Socrative is a student response system with a variety of activities: quizzes, assessments, games, and even exit notes. Teachers control the flow of exercises; students respond in real time. It generates reports to help teachers track learning over time. Read full review.
Turnitin
Turnitin is mostly a tool for promoting originality in students’ writing (or catching plagiarism). However, it’s also a tool to support the writing process — from teacher feedback and grading to peer evaluation and review. There’s also a handy discussion forum feature, with built-in moderation. Read full review.
Poll Everywhere
Poll Everywhere isn’t just for schools, but works well as a classroom response system. Students can respond via text message, Twitter, or a Web browser; teachers can project the results on the Web, or in a PowerPoint or Keynote presentation. Read full review.
TodaysMeet
TodaysMeet is a backchannel to help an audience and presenter connect in real time. Like a closed version of Twitter, posts are limited to 140 characters. Teachers can offer students a live stream for discussion, addressing issues on-the-spot, or as an after-lecture reflective activity. Read full review.
Backchannel Chat
Backchannel Chat is just for educational use. Students don’t have to enter any personal information into the system, and teachers can save, search, and archive discussions. Teachers also get a lot of control with customizable moderation options, a room-locking feature, and filtering for unwelcome content. Read full review.
GoSoapBox
is a student response system offering teachers more than a standard quiz/poll tool. The social Q&A feature allows students to vote the most relevant questions to the top, and a “Confusion Barometer” tool lets teachers track understanding throughout a lesson. Read full review.
Blendspace
Blendspace allows teachers to collect resources from the web and create a customizable, blended-instruction experience for students. Formative assessment tools are built in, allowing multiple question types, and the ability to track students’ progress over time. Read full review.
Collaborize Classroom
Collaborize Classroom allows teachers to create an online classroom community for learning — a home-base for online discussion forums, polls, assessments, and student-driven projects. There are differentiation tools and customized learning opportunities for individuals and small groups. Read full review.
Quizizz is an alternative to Kahoot, and there’s also a lot for educators to like. It is very similar to Kahoot, with a few key differences.
Just like Kahoot, the teacher (or student host) chooses a quiz to begin. A five digit game code is provided. Players point their browsers to join.quizzizz.com and input the game code, along with their names. If players are using smartphones or tablets, I display the join link as a QR code.
Quizizz takes a different approach. No projector is necessary becauseplayers see questions and answer options on their own screens. The question order is randomized for each student, so it’s no easy for players to cheat. With Quizizz, players don’t have to wait for the whole class to answer a question before they continue to the next one.
So, Quizizz is player-paced while Kahoot’s pace is determined by the teacher or host. This is the major difference and can be a benefit or a drawback. If you want to pause after each question, then Kahoot is better. The class can stop and discuss after each question, immediately addressing misconceptions. With Quizizz, players zip through questions at their own pace, limiting all discussion to after all questions have been answered.
online discussion with faculty, pre-service teachers and K12 teachers on the definitions and connection among these types of learning. Please share your questions and observations in the the comment section under the blog entry.
обучение в общности (community based learning), обучение базирано на проекти 9 project based learning ) и индивидуално обучение (personalized learning)
за краткото време от един час, ще се дискутираме дефинициите и връзката между три вида обучение, които са обект на внимание като част от реформата в американското обучение. Моля споделете мненията си и въпросите си в секцията за коментарии под блога
Community Based Learning (CBL) is a pedagogical approach that is based on the premise that the most profound learning often comes from experience that is supported by guidance, context-providing, foundational knowledge, and intellectual analysis.The opportunity for students to bring thoughtful knowledge and ideas based on personal observation and social interaction to a course’s themes and scholarly arguments brings depth to the learning experience for individuals and to the content of the course. The communities of which we are a part can benefit from the resources of our faculty and students, while the courses can be educationally transformative in powerful ways.
The Community-Based Learning Initiative (CBLI) connects students’ academic work with their interest in and concern for the communities around the University. Working with local nonprofits, students develop research projects, collect and analyze data, and share their results and conclusions, not just with their professors, but also with organizations and agencies that can make use of the information. Working with CBLI, students can do community-based research in courses, as a summer research internship, and as part of their junior paper or senior thesis.
another form of experiential learning. Wide variation of definitions: off-campus academic learning or service learning. Field work, internships, community based research etc. connects classroom learning objectives with civic engagement.
Project-based learning is a dynamic classroom approach in which students actively explore real-world problems and challenges and acquire a deeper knowledge. http://www.edutopia.org/project-based-learning
Socratic method, also known as method of elenchus, elenctic method, or Socratic debate, is named after the classical Greek philosopher Socrates. It is a form of inquiry and discussion between individuals, based on asking and answering questions to stimulate critical thinking and to illuminate ideas.
From MyFunCity to government-structured approach to “digital citizenship,” this is recent trend, which is seriously considered by educators as a must in the curricula. While habitually connected with technology classes, it is a much larger issue, which requires faculty attention across disciplines; it encompass digital and technology literacy, netiquette and online behavior (cyberbulling most frequently addressed), as well qualities and skills to be a functional and mindful citizen of a global world.
here is some general literature on digital citizenship:
Volume 9, Issue 1, Fall 2005. Education and Citizenship in the Digital Age
Isman, A., & Canan Gungoren, O. (2014). Digital Citizenship. Turkish Online Journal Of Educational Technology – TOJET, 13(1), 73-77. http://eric.ed.gov/?id=EJ1018088
Simsek, E., & Simsek, A. (2013). New Literacies for Digital Citizenship. Online Submission, Contemporary Educational Technology, 4(3), 126-137. http://eric.ed.gov/?id=ED542213
Lenhart, A., Madden, M., Smith, A., Purcell, K., Zickuhr, K., Rainie, L., & Pew Internet & American Life, P. (2011). Teens, Kindness and Cruelty on Social Network Sites: How American Teens Navigate the New World of “Digital Citizenship”. Pew Internet & American Life Project, http://eric.ed.gov/?id=ED537516
Ives, E. A. (2012, October 1). iGeneration: The Social Cognitive Effects of Digital Technology on Teenagers. Online Submission, http://eric.ed.gov/?id=ED543278
Experience explore expand. Adventure based how to collaborate in ways we have not collaborated before pedagogical guidelines internet driven
Instructor – content – design
Today: first think is design, content, instructor. So how do we design learning environments is the most important one
Guide learners as designers. Constructivism. Design for meaning. Through the power of the story.
Geotetic design a learning environment learn geography using GIS
Situated movies (student-centered learning)
Grant Earthducation go to the most remote parts of the world to align their education with their culture, instead of what the government is downing as culture
Use of phone: whoever answers instructor’s question first, gets to pose the next question to the rest of the audience.
Design based research
Self-narrative, referencing the experience real world issues in real time
the U Media Lab.
The Changing Earth. App GoX (instagram on steroids. tell their story through the app). How is this different from Google Earth
Raptor Lab (rehabilitate a raptor).
podcast pontification (audio version of blog self reflections)
Greg Steinke The U
A Digital Story Assignment using WeVideo
WeVideo is the Google response to iMovie cloud
The U is on Google email and thus google drive and all other google tools
The Center for Digital Storytelling. short videos, 3-5 min incorporate photographs with the author narration, reflection
Assignment (verbal directions). process (write a 2 page script, every page is about a minute of video), gather images that support the story; edit the script (rewrite); record audio to the script (use an app on the phone instead of WeVideo), WeVideo can edit the audio recording; edit the story, edit the photos to match the story; YourTube and/or Google+
working with faculty: is the digital story a good fit for your course? two questions: does the course have many writing assignments? does everyone have to do the same type of assignment? do you want to offer choices? do you want your students to share their work outside of the class? to you want to explore opportunities for students to develop 21 century skills?
google communities for sharing
wewideo has a tutorial at Center for Digital Storytelling
students can use the digital story for their eportfolio
the entire exercise is entirely based on mobile devices
time frame: scaffolding options
3d printing products were the tangible result of the project and the digital storytelling just the format to present
Google Drive master folder for the phone images and video; iOS apps: MoviePro, FiLMc Pro, VoiceRecord Pro (including mp3); Android: WeVideo
Storyboard template
Faculty Development Programs: Digital Storytelling Community of Practice
chemistry professor. 3D printing with different materials.
what else can be made (e.g. reaction vessel)
printing of atoms
crystalography dbase
Karen: pre-service teachers professor: how to use 3d printers and be comfortable with them. Steve Hoover. Thinkercad and Autodesk123D>
3D academy http://www.team3dacademy.com/index2.html. Pinterest board for3d Printing with resources
Lisa: graphic design. not intuitive. Rhinoceros (not free anymore). 123D strong learning curve. 3d printing will be incorporated in the curriculum. sculpture students and others don’t like fudging on the computer, but Adobe people love it. Some items takes up to 4 hours to print out. when working on the computer is difficult for some students to visualize the dimensionality.
collaborative learning opportunities.
no makerspace or fab lab. additional interest from the theater and business dept. 3d printing is connected to future work skills. new media ecology or media literacy set of skills.
the main presenter: build excitement and interest and gradually step back. how much material goes through and should we charge back. clean and maintenance involved; not too bad. better then a copier. plastic inexpensive. sizes with plastic – $25 and $50. how many project of a spool: depending on the size of the projects but considerable amount. two printers one art dept and one in the faculty dev area.
non profit visually impaired students. how 3d can make difference in special ed.
3d printing lab with access for everybody. ownership brings policy. where housed: neutral place.
only one printer is barely sufficient for faculty to figure out how to use it. purchasing two more if students and curricula to be involved.
The Balancing Act: Team-Creating an eBook as an Alternative Method for Content Delivery Tom Nechodomu, University of Minnesota
Susan Andre uses a slide titled “trust” to elucidate how the entire project was enabled. “trust” and “transparency” are sparse currency in the environment I work in. if she is right an ebook ain’t happening anytime soon at my place.
inclining habitat.
students involvement. use stipends. student artists. food for the video interviews. create a community, student centered.
people able to change the book.
copyright process; did you find it cumbersome. copyright permission center.
time span and amount of hours spent: 3-4 months per chapter.
Main speaker
David Wiley. Making Teaching and Learning Awesome with Open
MN Learning Commons
open educational resources
LUMEN
education – sharing feedback, encouragement with students passion about the discipline, yourself
open is not the same as free. free + permissions + copyright permission: 5 r = retain (make and own copies), reuse (use in a wide range of ways), revise (adapt, modify, and improve), remix (combine two or more), redistribute (share with others)
open:
free and unfettered access
perpetual, irrevocable copyright permissions
(look but don’t touch is not open)
tech enables OER permits
traditionally copyright materials on the Internet – not so good ; jet on the road
openly copyright materials on the internet _ yes: jet in the air
permission-less innovation. relatively inexpensive and broad permissions.
intellectual infrastructure of education: learning outcomes/objectives; assessments; textbooks. they are relatively expensive and narrow permissions.
so what?
open education infrastructure: open outcomes, objectives, activities, educational resources
the culture of glued legos must be eradicated. open pedagogy. open credentialing model
From: The EDUCAUSE Blended and Online Learning Constituent Group Listserv [mailto:BLEND-ONLINE@LISTSERV.EDUCAUSE.EDU] On Behalf Of Robert Tousignant Sent: Thursday, April 9, 2015 1:41 PM To:BLEND-ONLINE@LISTSERV.EDUCAUSE.EDU Subject: Re: [BLEND-ONLINE] Faculty Involvement in LMS Selection
I’ve been reviewing this thread and thought I’d introduce a new player… Schoology is getting the attention of the analyst community and gobbling up the SIIA Codie awards for best learning platform the last couple of years. (Please note, I am not an impartial observer and I do a horse in the race)
The attached document includes information that will explain a new paradigm for evaluating an LMS that we see being adopted more and more – a move from a focus on utility (features and functions) to one focused standards, interoperability and the user experience (UI/UX).
Feel free to reach out directly if I can be of assistance.
These days, I tend to favor LMS Review/Selection initiatives that take one to two years to complete, but as always, it depends on the institution, its readiness to spec the needs of their faculty/students and evaluate viable options, as well as the campus resources available to nurture a possible smooth LMS platform transition. I like pointing out to the well-executed recent LMS selection initiatives carried out by UCF, Northwestern, Indiana, Harvard and Dartmouth, although there are many others.
*** Attend the FACULTY SUMMER INSTITUTE :: Wed-Fri May 27-29 at Urbana-Champaign
#pedagogy #BlendedLearning #classroom #teaching #OnlineLearning #EdTech http://go.illinois.edu/facultysummerinstitute
_____________________________
From: Hap Aziz <hapaziz@gmail.com>
Sent: Thursday, April 9, 2015 12:30 PM
Subject: Re: [BLEND-ONLINE] Faculty Involvement in LMS Selection
To: <blend-online@listserv.educause.edu>
That’s sounds like a similar timeframe to what we had at UB when we moved from Blackboard to Canvas. While LTI didn’t not play a large role in the decision-making process as we changed our LMS, it is now a central consideration as we look to acquire any new app functionality for our learning environment.
I’m setting up an area in the IMS forum area for LTI policy discussion. I’ll share that location with the group shortly so we can take some of the in-the-weeds discussion offline here.
The selection process started in January of 2013 and the task force voted at the end of May of 2013 unanimously for Canvas so about 5 months. By October we started training faculty in preparation for the Spring 2014 semester what was amazing about our transition to Canvas was that we had everyone moved out of ANGEL by start of Summer 14 so we only had 1 semester where we were supporting both ANGEL and Canvas. The use of LTI integrations and Canvas makes our jobs a lot easier to support the various tools that faculty are adopting for their classes – it also makes it a lot easier for faculty to integrate other technologies and keep them in the LMS or have single sign on so it is more seamless for students.
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From: The EDUCAUSE Blended and Online Learning Constituent Group Listserv [mailto:BLEND-ONLINE@LISTSERV.EDUCAUSE.EDU] On Behalf Of Hap Aziz Sent: Tuesday, April 07, 2015 7:09 PM To:BLEND-ONLINE@LISTSERV.EDUCAUSE.EDU Subject: Re: [BLEND-ONLINE] Faculty Involvement in LMS Selection
Hey, Sam, long time no see! Do you know about how long your whole selection process took? Also, does LTI conformance make your job with academic technology more straightforward to deal with?
I am at San Juan College and we also recently went through the selection process for a new LMS and like others who have commented switched to Canvas (from ANGEL). We ended up with a selection team that was primarily faculty, a couple students, and a handful of technology staff that reviewed the various LMSs and then made our final decision. If you would like I can get you the contact information for the faculty who assisted on the selection team.
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From: The EDUCAUSE Blended and Online Learning Constituent Group Listserv [mailto:BLEND-ONLINE@LISTSERV.EDUCAUSE.EDU] On Behalf Of Noval, JeJe (LLU) Sent: Wednesday, April 01, 2015 9:25 PM To:BLEND-ONLINE@LISTSERV.EDUCAUSE.EDU Subject: [BLEND-ONLINE] Faculty Involvement in LMS Selection
Hello Colleagues,
Were any of you, faculty members, involved in the learning management selection process of your educational institution? If so, would it be possible to interview you in the future for a research study?
Best,
JeJe Noval, MS, RD
Assistant Professor
Loma Linda University
In each of the classes for which I use badges I have 24 different badges that students can earn. Each one is a “micro-assignment” which asks students to apply some concept or set of concepts we are covering in the class. Students submit their responses and if they meet the badge criteria they earn the badge. When they earn a badge they receive the points for that in their grades and also receive a badge graphic uploaded to their own personal profile which only they can see. One feature I would like to incorporate is the ability to share these badges via their social networks but I am not sure about how this would work with regard to FERPA requirements. More research on my part is needed regarding this.
If the student does not earn the badge, they are provided with detailed feedback and allowed to resubmit to try and earn the badge. They can submit as many times as they want or need to in order to earn the badge. Students need to earn a minimum of 14 badges to earn a C in the course and 18 badges to earn an A.
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 jyan@digication.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
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.
Blackboard
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.
messaging one another through a network that doesn’t require cell towers or Wi-Fi nodes. They’re using an app called FireChat that launched in March and is underpinned by mesh networking, which lets phones unite to form a temporary Internet.
My note: seems that civil disobedience provides excellent innovations in using technology; examples are-
Mesh networking is still only an IT term. Internet and dbase search has no returns on mesh networking as a tool for education and/or civil disobedience. Will it be the continuation of moblogging, backchanneling and swarming?