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Knowledge Networks & Digital Innovation


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This degree is designed to develop agile leaders in new cultures of digital formal and informal learning, with flexible program options in knowledge networking, global information flow, advanced search techniques, learning analytics, social media, game-based learning, digital literature, learning spaces design and more. Ideal for educators, school leaders, ICT integrators, teacher librarians, instructional designers, learning support specialists and teacher educators, who are seeking to develop expertise in global and community networked knowledge environments.

Published in: Education, Technology

Knowledge Networks & Digital Innovation

  1. Knowledge Networks& Digital InnovationCommencing in 2014Course Director: Judy O’ConnellNew degree bydistance education!
  2. Today’s novelty istomorrow’s normBe prepared!
  3. We live in a connectedworld. Nearly twobillion people connectto the internet, shareinformation andcommunicate overblogs, Wikis, socialnetworks and a host ofother media.
  4. Anything imaginable iscapable of beingconnected to thenetwork, becomeintelligent offeringalmost endlesspossibilities.
  5. We already haveinternet devicesattached to our ears,and some even haveembedded devicesconnected to theirdoctors.
  6. Ubiquitous connectivitycc licensed ( BY NC SA ) flickr photo by Leonard John Matthews: Classrooms, Engaging Minds: Move to Global Collaboration One Step at a Time
  7. More content and streams ofdata - all of these changes intoonline environments require anequivalent shift in ourunderstandings of online needsand capabilities.Ubiquitous connectivity
  8. The question is.....?
  9. How does technology impact the way studentsneed to learn?cc licensed ( BY NC SA ) flickr photo by fatboyke (Luc):
  10. Interfaces for discoveryWhat do we expect of digitalmedia?How can we create betterexperiences?
  11. More content, streams of data,topic structures, (theoretically)better quality - all of these inonline environmentsrequire an equivalent shift inour online capabilities.
  12. We must understandour informationand knowledgeenvironments
  13. A connectedinformation worldBIG
  14. Horizon Report 2013Time-to-Adoption Horizon: One Year or Less•Cloud Computing•Mobile LearningTime-to-Adoption Horizon: Two to Three Years•Learning Analytics•Open ContentTime-to-Adoption Horizon: Four to Five Years•3D Printing•Virtual and Remote Laboratories
  15. Degree Highlights
  16. Concepts and Practices for aDigital AgeThis subject sets the foundations of connected learning withinnew information environments created by the social andtechnological changes of the digital age. By focussing onconnectivity, communication, collaboration and convergence,the subject addresses the challenges, opportunities andemerging possibilities for learning and teaching ininformation-rich participatory environments. Trends inknowledge construction, participation and social networks willbe explored, including information futures and digitalconvergence. The subject introduces education informaticsand the scholarship of digital teaching, and models connectedlearning through group discourse and collaborative inquiry indigital environments, including the reflective andparticipatory experiences employed throughoutthe course.
  17. Knowledge Networking forEducatorsThis subject examines the educational practices of connectedlearning environments within distributed networks of people andinstitutions, including schools, information organisations andonline communities. Knowledge networking is introduced as anactive and complementary partnership of online tools,information access, information distribution and pedagogicpractices, which are underpinned by social, ubiquitous, blendedand personalized learning. Research foundations and casestudies will define the value and function of personal knowledgenetworks. The subject examines tools and opportunities toproduce, circulate, curate and comment on new media andexplore the affordances of popular peer culturetools and community-based knowledge forconnected learning.
  18. Information Flow andAdvanced SearchThis subject offers a comprehensive overview of the changinginformation flow created by digital environments. By examiningthe new information architecture of the web, including metadataand the semantic web, the strategies and tools to best managetoday’s digital information environment for learning and teachingwill be explored. This will include information retrieval concepts;diverse search engines; advanced search tools and techniques;and search within social media for real-time information. Anontechnical introduction to big data and learning analytics willprovide important avenues for understanding information flowand the possible ways to shape social, technical andpedagogical transactions ineducation.
  19. Designing Spaces forLearningThis subject is designed to extend understanding of thecomplex relationships between space, place andlearning pedagogies in the design of innovative, adaptablespaces for learning. After critical reading andresearch, students will be able to challenge traditionalassumptions in order to understand ways to transform thedesign of the learning environments. Innovative ideas forfacilities and spaces will providethe context for developing and adapting classrooms, librariesand general facilities.
  20. Literature in DigitalEnvironmentsThis subject will examine literature experiences and practicesin digital environments and the principles of interactivity,connectivity and access, that now characterise the readingexperience in the digital age. Learning and informationbehaviours; dynamic non-linear hyperlinked environments; andforms and formats on various devices, will be examined tounderstand the emerging influences and changes in readingand literacy experiences. This subject will include the use ofonline tools and digital resources for literacy experiences, andwill allow students to experiment with creativity in connectedlearning environments.
  21. Game-based LearningThis subject provides an introduction to understanding thepotential role of games and gaming for learning in the digitalage. Trends in game designs, cultures, genres will be exploredin the context of both educational games and commercialgames, which can be successfully adapted for pedagogical,curriculum and individual needs of learners. The subjectintroduces the principles of game design, examines researchliterature surrounding games and learning, and includesreflective participation in gaming culture.
  22. A range of other subjectschoicesICT for Innovative PracticeLiterature in EducationDigital Citizenship in SchoolsSocial Networking for Information ProfessionalsPreserving Digital ContentIntroduction to Educational ResearchClassroom Technologies
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