2. eLearning transformation
Electronic learning @UNLV
1. Phases
2. UNLV in line with national trends
3. UNLV as Digital University:
• Faculty more important
then ever
• Roadmap: flexibility
necessary to adapt quickly
• R1 practices demand
research on learning
technologies
9. Five Emergent Trends:
1. MOOCs
2. Games and Gamification
3. Learning Analytics
4. Mobile Learning
5. Open Content
NMC Horizon Report - 2013 Higher Education
Interdisciplinary Research Areas
12. Call for Papers – Special Issue: Massive Open Online Courses (MOOCs)
Case Studies
• 21st-Century skills/literacies needed in MOOCs
• MOOCs across subject areas and disciplines
• MOOCs across education stages and sectors
• Case-study comparison of different MOOCs
Learning (Instructional) Design/Pedagogy of MOOCs
• MOOCs as flexible platforms for critical pedagogical discourse
• MOOCs as process, MOOCs as content – pedagogical implications
Theoretical/Conceptual Issues
• Value of MOOCs for faculty, research and interdisciplinary/team-teaching models
• Learning theory and MOOCs
• Learning sciences and MOOCs
Future Directions
• MOOCs and mobile environments
• MOOCs and virtual worlds/MMORPGs
• MOOCs and augmented/mixed reality
• MOOCs and data collection and analytics
MOOCs
15. SiGCHI - Workshop CFP
This workshop focuses on the use of pervasive healthcare, ubiquitous games and
gamification to support behavior change and wellbeing. Gamification has
recently become a widely applied tool for improving health behaviors such as a
physically active lifestyle. The workshop aims to be the premiere venue that
brings together researchers and practitioners across the disciplines of Pervasive
healthcare, Systems and sensing, Ubiquitous Computing and HCI to elaborate
ways in which current state of the art gaming can be reshaped to persuade
healthy behaviors and wellbeing.
UC Davis Interdisciplinary Research Team Callout
Gamification: This team will carry out a cultural analysis of video game
technologies. The team also intends to produce and develop game technologies
that can help expand access to the arts, science, health interventions, and
culture. The team comprises representatives from 11 disciplines, from geology
and food science to cinema studies and anthropology.
Games and Gamification
Games and Gamification
19. University of Michigan Learning Analytics Fellows Program
By the end of this program, Fellows will:
• Be able to identify potential data sources from their teaching
• Have explored smaller data sets using new analytical tools
• Develop ideas for ways to apply learning analytics to improve teaching and learning
Develop a proposal for an analytics project that could be submitted for an ELA
(Exploring Learning Analytics) or Investigating Student Learning (ISL) Grant
Learning Analytics
Learning Analytics
https://sites.google.com/a/umich.edu/um-latf/
University of Michigan Exploring Learning Analytics Grant Program
List of existing learning analytics projects of the kind we hope ELA will support.
• student preparation on performance in a high enrollment introductory course
• student study habits on classroom performance
• impact of academic support programs
• success of students after graduation
• how students in different concentrations meet college requirements
• impact of prerequisite courses and transfer credit on more advanced classes
• application to professional schools
• relationship between student learning and teaching evaluation scores
• student performance in individual courses
25. Mobile Learning - Proposed Contents
This book will bring together a wide range of scenarios, solutions and
discussions relating to mobile learning for development. The cases will be
set in a variety of adult learning contexts including business and
corporate, higher education, governmental and non-governmental
organizations (NGOs):
• Mobile lifelong learning in pedagogy;
• Mobile learning in a formal setting, e.g., educational institutions;
• Mobile learning in an informal setting;
• Mobile learning in developing contexts;
• Tools and technologies for mobile learning;
• The use of social software for mobile learning;
• User studies of mobile learning;
• Research in mobile learning.
Mobile Learning
Mobile Learning
26. Open Educational Resources
Source: Michael Paskevicius - http://www.slideshare.net/mpaskevi/introduction-to-open-educational-resources-2013
31. We integrate research alongside action to discover and support changes
in broader initiatives. Our framework provides the means to gather data
and the tools to tackle barriers. The project combines:
• A targeted collaboration program with existing OER projects
• An international fellowship program
• Networking to make connections
• A hub for research data and OER excellence in practice
Open Educational Resources
The Open Educational Resources Research Hub (OER
Research Hub) provides a focus for research, designed
to give answers to the overall question ‘What is the
impact of OER on learning and teaching practices?’ and
identify the particular influence of openness. We do
this by working in collaboration with projects across
four education sectors (K12, college, higher education
and informal) extending a network of research with
shared methods and shared results.
http://oerresearchhub.org/about/