Idaho Region III Superintendents

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  • Good morning, my name is Kerry Rice and I’m a teacher. I’ve been asked to talk to you today about the world of elearning. My background: Assistant professor in the Department of Educational Technology at Boise State University The main focus of our program is training educators and others on the use of technology for teaching and learning We offer two master’s degrees in ed tech as well as three certificates. One of those is online teaching What you may not know about our program is that we are completely online and have been for about 10 years. Take aways for transition to the online environment. My focus is primarily on K-12 online teacher training Just recently moved into Associate Chair position - Course Background Teaching Online: beginner course for K-12 online teachers. Connections academy teachers + others 4 years Focus on proper use of tools, Plus instruction on basic tools – LMS, discussion board, web conferencing dealing with parents and families – the changing role of the teacher in online environments Evolved into a certificate that includes an Advanced online teaching methods class Focus is on strategies – how to leverage online tools for best practice Exploratory – teamwork, collaboration, thinking outside the box. Replacement or alternate for f-2-f instruction vs. transformational Look at taking traditional strategies online but also look at this idea of developing transformative strategies Interactions Self – regulation, self- explanation How we instruct teachers…Higher Ed How it Meets Constructs
  • Our department offers the technology integration course to preservice teachers in all credential programs at BSU. It’s important to note here that even though we are on a very well known brick and mortar campus with a great football team, we chose to move our graduate programs fully online almost 10 years ago. We also adopted a self-support status, moving off of appropriations and relying on the tuition we generate, requiring us to operate very much like a business. CLICK Our degree programs are all at the graduate level. MS in EdTech for those going into research. CLICK MET as a terminal degree for practioners working in schools or with ID.
  • Model best practice through Community EDTECH Website Moodle Course Site and News Forum Edtech Island in Second Life Facebook Twitter CoolTeacher Podcast YouTube
  • As we explore research learners can post their findings on our citeulike or diigo site. Peer tutoring and feedback (students and teachers), student teachers, professional learning communities, community service
  • Authentic projects The use of web-based communication and collaboration tools often provide a mechanism for documenting communications and interactions which can then be referenced as a record of participation, progress, and reflections. The Virtual Icebreakers Project wiki served as a central hub for project development.
  • When we talk about online teaching – we tend to be very tool centric which can be pretty overwhelming…
  • Tech years are like dog years – every year of my life = 5 tech years.
  • I’ve made your life easy and synthesized information for you When you think about your role as teacher – think differently Learner Centered Principles and PBL Attributes applied to online teaching Foundations of PBL are LCP’s are a set of principles developed by a task force of the American Psychological Association to be used as a framework to guide education reform efforts. Original 12 – 14 in 1997 metacognitive and cognitive, affective and motivational, Developmental and social, and individual-differences factors. These domains and the principles within them provide a framework for designing learner centered practices at all levels of schooling, including distance learning. Operationalized for learner-centered, distance learning environments by Mccombs and Vakili in 2005 Address Internal/intrinsic needs of the learner take into account external influences and factors. PBL – constructivist-based instructional strategy. Key attributes of project-based learning are designed to support the principles of learner-centeredness and facilitate the acquisition of educational goals and objectives by engaging learners in solving real-world problems. Elements inherent in online environments are particularly suited to support project-based learning methodologies. Constructs are not distinct –
  • Add tools for younger children here – you might want to take the lead here.
  • Tell them how you’re going to bore them Bore them Tell them how you bored them
  • In 2007 conducted the first phase which looked at the status of PD for K-12 online teachers. In 2008 conducted phase II looking at unique need of K-12 online teachers 2009 began two evaluations as pilot investigations into the evaluative phase of the research series. Primarily to help us understand more clearly the factors in evaluating teacher effectiveness as well as how best to gather data on a national level. Discuss complexity of measuring effectiveness of teacher training on student outcomes. * 07/16/96 * ##
  • Leader in K-12 Online Teacher PD PBL Teacher PD
  • In depth analysis of training on teacher effectiveness. Representing multiple perspectives in the data set. Immediacy of the data
  • Improved grades (from 88% to 92%) when participants’ logged into LMS more than 10 times over six weeks. The average is further improved to 98% when frequency of logins increased to 17 times. Additionally, it was found that respondents who have previous online teaching experience can be expected to spend more hours per week online and offline - indicating a higher engagement level. More time spent online = more time spent offline . Previous online teaching experience = more hours spent both online and offline.
  • Transformational technologies that will hit the mainstream in less than five years include media tablets, cloud computing and cloud/Web platforms. Longer term, beyond the five-year horizon, 3D printing, context delivery architectures, mobile robots, autonomous vehicles, terahertz waves and human augmentation will be transformational across a range of industries, according to Gartner. http://www.gartner.com/technology/research/hype-cycles/index.jsp Moving too early – prepared to ride risk Heads in the sand – less aggressive adoption profile – selectively agressive "Technology Trigger" — The first phase of a hype cycle is the "technology trigger" or breakthrough, product launch or other event that generates significant press and interest. "Peak of Inflated Expectations" — In the next phase, a frenzy of publicity typically generates over-enthusiasm and unrealistic expectations. There may be some successful applications of a technology, but there are typically more failures. "Trough of Disillusionment" — Technologies enter the "trough of disillusionment" because they fail to meet expectations and quickly become unfashionable. Consequently, the press usually abandons the topic and the technology. "Slope of Enlightenment" — Although the press may have stopped covering the technology, some businesses continue through the "slope of enlightenment" and experiment to understand the benefits and practical application of the technology. "Plateau of Productivity" — A technology reaches the "plateau of productivity" as the benefits of it become widely demonstrated and accepted. The technology becomes increasingly stable and evolves in second and third generations. The final height of the plateau varies according to whether the technology is broadly applicable or benefits only a niche market. Maturity assessment
  • The goals of gamification are to achieve higher levels of engagement, change behaviors and stimulate innovation. The opportunities for businesses are great – from having more engaged customers, to crowdsourcing innovation or improving employee performance. Gartner identified four principal means of driving engagement using gamification: http://blogs.gartner.com/hypecyclebook/2010/10/12/the-power-of-a-good-graphic/ http://www.gartner.com/it/page.jsp?id=1629214
  • Idaho Region III Superintendents

    1. 1. Dr. Kerry Rice Associate Chair Department of Educational Technology Boise State University
    2. 2. <ul><li>M.S. in Educational Technology </li></ul><ul><li>Masters in Educational Technology </li></ul><ul><li>Graduate Certificates: </li></ul><ul><ul><li>Online Teaching - K12 & Adult Learner </li></ul></ul><ul><ul><li>Technology Integration Specialist </li></ul></ul><ul><ul><li>School Technology Coordinator </li></ul></ul><ul><li>Online Teacher PD Portal </li></ul><ul><li>Game Studio: Mobile Game Design </li></ul><ul><li>Learning Technology Design Lab </li></ul>
    3. 3. Program Detail YouTube for Educators Teaching & Learning in Virtual Worlds Mobile Teaching and Learning Social Network Learning Interactive Courseware Design Games and Sims Technology Supported PBL Service Learning Multimedia Foundations of Educational Technology Theoretical Foundations of Edtech Research Methods in Edtech Evaluation Instructional Design Instructional Message Design Online Course Design Online Teaching (K-12 and Adult) Statistics for Educational Technologists International Issues in ICT Introduction to Edutainment Blogging in the Classroom Mobile App Design Mobile Game Design Digital Game-Based Learning Service Learning Open Source
    4. 4. EDTECH Fast Facts <ul><li>Largest graduate program at BSU </li></ul><ul><li>Fully online , self-support program </li></ul><ul><li>Served over 1,100 unique students last year </li></ul><ul><li>13 full-time faculty, 50 total employees </li></ul><ul><li>Interdisciplinary partnerships with Math, Engineering, Geoscience, Nursing, Psychology, Literacy, Athletics. </li></ul><ul><li>Partnerships with ISTE, iNACOL, AECT, Google, Stanford, IDLA, Connections Academy, K12, Inc, ID State Department of Education, Discovery Education, Nicolaus Copernicus University, Poland </li></ul><ul><li>First dual degree program – National University of Tainan. </li></ul><ul><li>Save 200+ tons of CO 2 emissions annually </li></ul>
    5. 5. Where Edtech Students Live
    6. 6. Online Learning is… <ul><li>Social </li></ul><ul><li>Global </li></ul><ul><li>Interactive </li></ul><ul><li>Personalized </li></ul><ul><li>Engaging </li></ul><ul><li>Collaborative </li></ul><ul><li>Evidence-Based </li></ul>
    7. 7. Community
    8. 8. Presence http://edtech.boisestate.edu/snelsonc/videos/dwcs4welcomescreen/dwcs4welcomescreen.html
    9. 9. Personalization
    10. 10. Course Sites
    11. 11. Course Sites
    12. 12. Lessons
    13. 13. Resource Sharing
    14. 14. Collaboration
    15. 15. Authentic Audiences
    16. 16. Project Management
    17. 17. Interaction
    18. 18. http://edtech2.boisestate.edu/gedeborgs/index.html
    19. 19. Thesis Defense
    20. 20. Leveraging Technology for Teaching AND Learning
    21. 22. Lily Jane
    22. 23. 21 st Century Skills LCP’s PBL Best Practice
    23. 24. Learner Autonomy Active Participation Collaboration and Community Building Authentic Assessment 21 st Century Skills
    24. 25. Image created using wordle: http://www.wordle.net/
    25. 26. Going Virtual! Research Series
    26. 27. Leader in K-12 Online Teacher PD IDLA California Virtual Academies Connections Academy K12 Inc. Fairmont Schools, NC Skoolaborate, Australia
    27. 28. Leader in K-12 Online Teacher PD
    28. 29. September, 2011
    29. 30. Leveraging Data Systems
    30. 31. Weekday Course Patterns Weekday Student Patterns
    31. 32. Association Rules
    32. 33. Pass Rate Predictive Model <ul><li>Decision Tree Analysis </li></ul>Engagement Cluster Analysis
    33. 34. Gartner Hype Cycle http://www.gartner.com/it/page.jsp?id=1447613
    34. 36. Video Technologies
    35. 37. Mobile Learning
    36. 38. Gamification <ul><li>By 2015, More Than 50 Percent of Organizations That Manage Innovation Processes Will Gamify Those Processes </li></ul>‘ Gamification describes the broad trend of employing game mechanics to non-game environments such as innovation, marketing, training, employee performance, health and social change,&quot; said Brian Burke, an analyst at Gartner. &quot;Enterprise architects, CIOs and IT planners must be aware of, and lead, the business trend of gamification, educate their business counterparts and collaborate in the evaluation of opportunities within the organization.’
    37. 39. 3 D Game Lab http://3dgamelab.org
    38. 40. Transforming the way we teach AND learn <ul><li>Kerry Rice </li></ul><ul><li>Department of Educational Technology </li></ul><ul><li>Boise State University </li></ul><ul><li>[email_address] </li></ul>Questions?

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