Design Issues HE Learning

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    Design Issues HE Learning - Presentation Transcript

    1. Designing for Difference: Issues for teaching, learning and technology Colleen Carmean Arizona State University
    2. What’s Different?
      • Society
      • Digital Natives
      • Social Technologies
    3. What’s Not Different?
    4. Teaching in Traditional Institutions of Higher Education
    5. Design 2.0: Responding to the Stakeholders
      • Society
      • Institution
      • Faculty
      • Learners
    6. Society
      • Better Critical Thinking Skills
      • Better Communication Skills (written, oral and visual)
      • Better Teaming & Collaboration Skills Greater Expectations Report of AAC&U
    7. Institution
      • Relevancy
      • Responsibility
      • Resilency
      • personal communication with ASU West campus Provost Mark Searle 2005
    8. Faculty
      • Stability
      • Evidence of Value
      • Seamless Integration
      • Barone & Hagner (2001)
    9. Learner
      • Research Theory: deeper learning is social, active, contextual, fosters ownership and encourages engagement http:// www.west.asu.edu/nlii/learningtable.htm
      • Reality: Learners now demanding new skills and expressing new expectations (Greater Expectations Report of AAC&U)
    10. Field-Based Evidence for alternative environments
      • Gaming
      • Military and Online Initiatives
      • Questionable Assessment Studies
        • River City
        • Prensky.com
        • Second Life Research
    11. Personal Field Work
      • NG-CMS
      • Digital Learners
      • Online Learning
      • Meaningful Learning
      • Emergent Learning (self-directed, informal, sharing outcomes)
    12. Areas for Exploration
      • NG-CMS
      • Next Gen Learners
      • Shifting Expectations on the Academy & Faculty
      • Mobile Computing
      • Independent learning
    13. NG-CMS
      • Smart Agency
      • Tools for Learning
      • Natural Integration with Portal Services
    14. Next Gen Learning
      • Student as Consumer
      • Digital Learning
      • Anytime/Anywhere Access
    15. Emergent Learning
      • Just-in-time
      • Informal
      • Shared results
      • Web 2.0 tools…
    16.  
    17. Mobile Computing
      • iPods
      • Web phones
      • Wireless everywhere
      • 1:1 Initiatives
    18. Where are We Going?
      • Horizon Report 2007: user created content, social networking, mobile learning, virtual worlds/gaming, new scholarship
      • New Media Consortium
    19. Thank you! [email_address]

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