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My Classroom 
in my 
Pocket… 
Proactive Planning for 
Responsive eLearning
Where to begin…where to go? 
 Tablets and smartphone integration 
 Digital Portfolios 
 Wikis 
 EBooks' 
 Blogs 
 Ubiquitous 
 Cloud Computing 
 Gaming 
 Social Communication & Collaboration 
 MOOCs
Responsive Design 
 Kineo Responsive E-learning 
for a Multi- 
Device World 
 eLearning single 
version in one 
framework 
 Respond to device 
 Scrolling 
 Single HTML
Tablets & Smartphones 
 Learn: 
 Anytime 
 Anywhere 
 Your classroom is with 
you at all times
Smartphone Learning
3 Types Digital Portfolios 
1.Student ePortfolios 
2.Teaching ePortfolios 
3.Institutional ePortfolios
Digital Portfolios 
 For Instructors 
 Project portfolios 
with scoring rubrics 
 Create projects with 
other courses or 
instructors 
 Score and comment 
grading online 
 Showcase 
achievements 
 For Institutions 
 Outcomes based 
Assessment 
 Use of scoring rubrics 
 Generate reports 
 Export raw data for 
analysis 
 Analyses of student 
work 
 Identification for possible 
change 
 Evaluate action plans for 
Academic programs
Wikis 
 Great for educators, students, guest speakers 
 Intuitive interface 
 Simple editor 
 Community collaboration
What is the difference
Blogs & Wikis
E-Book 
 Digital medium 
publishing 
 Provides Alternative 
formats for Universal 
Accessibility 
 Digital electronic text 
many interactive 
advantages 
 Library subscriptions
Ubiquitous 
 Increasingly robust 
connectivity infrastructure 
and cheaper computers 
school systems are 
developing 
anytime/anywhere learning 
 Rethinking traditional 
hardware, software 
 Virtual mentors 
 Peer to peer, self paced 
learning, deeper learning 
opportunities
Cloud Computing 
 Many aspects of work 
and education 
applications are moving 
to the server and 
internet 
 Access to more 
information increasingly 
more affordable 
 Applications are 
increasing moving off 
stands alone to server 
farms.
Gaming 
 Success of gaming 
with active 
participation. 
 Built in incentives with 
interaction. 
 Educational games 
can be utilized to 
attract the interest and 
attention of learners. 
 Better meet learning 
outcomes.
Social Communication & 
Collaboration 
 Collaboration is finding its 
way into Open Source and 
Curriculum 
 Everyone contributes 
 Student using social media 
to connect, collaborate and 
do group work 
 Twitter, Skype, WebEx and 
even Facebook
Augmented Reality 
 Integrated into 
eLearning will provide 
and effective transfer of 
knowledge 
 Goals: 
 Innovative teaching 
 Moderate effort 
 New teaching practices 
for comprehension for 
science, cultural 
discovery
MOOCs
In Conclusion: How to begin?
Thank you for your time… 
Marie S. Lewandowski 
sotuassociatesid@gmail.com 
mslewand@gmail.com 
http://sotuid.com/

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My Classroom In My Pocket

  • 1. My Classroom in my Pocket… Proactive Planning for Responsive eLearning
  • 2. Where to begin…where to go?  Tablets and smartphone integration  Digital Portfolios  Wikis  EBooks'  Blogs  Ubiquitous  Cloud Computing  Gaming  Social Communication & Collaboration  MOOCs
  • 3. Responsive Design  Kineo Responsive E-learning for a Multi- Device World  eLearning single version in one framework  Respond to device  Scrolling  Single HTML
  • 4. Tablets & Smartphones  Learn:  Anytime  Anywhere  Your classroom is with you at all times
  • 6. 3 Types Digital Portfolios 1.Student ePortfolios 2.Teaching ePortfolios 3.Institutional ePortfolios
  • 7. Digital Portfolios  For Instructors  Project portfolios with scoring rubrics  Create projects with other courses or instructors  Score and comment grading online  Showcase achievements  For Institutions  Outcomes based Assessment  Use of scoring rubrics  Generate reports  Export raw data for analysis  Analyses of student work  Identification for possible change  Evaluate action plans for Academic programs
  • 8. Wikis  Great for educators, students, guest speakers  Intuitive interface  Simple editor  Community collaboration
  • 9. What is the difference
  • 11. E-Book  Digital medium publishing  Provides Alternative formats for Universal Accessibility  Digital electronic text many interactive advantages  Library subscriptions
  • 12. Ubiquitous  Increasingly robust connectivity infrastructure and cheaper computers school systems are developing anytime/anywhere learning  Rethinking traditional hardware, software  Virtual mentors  Peer to peer, self paced learning, deeper learning opportunities
  • 13. Cloud Computing  Many aspects of work and education applications are moving to the server and internet  Access to more information increasingly more affordable  Applications are increasing moving off stands alone to server farms.
  • 14. Gaming  Success of gaming with active participation.  Built in incentives with interaction.  Educational games can be utilized to attract the interest and attention of learners.  Better meet learning outcomes.
  • 15. Social Communication & Collaboration  Collaboration is finding its way into Open Source and Curriculum  Everyone contributes  Student using social media to connect, collaborate and do group work  Twitter, Skype, WebEx and even Facebook
  • 16. Augmented Reality  Integrated into eLearning will provide and effective transfer of knowledge  Goals:  Innovative teaching  Moderate effort  New teaching practices for comprehension for science, cultural discovery
  • 17. MOOCs
  • 18. In Conclusion: How to begin?
  • 19. Thank you for your time… Marie S. Lewandowski sotuassociatesid@gmail.com mslewand@gmail.com http://sotuid.com/

Editor's Notes

  1. Responsive web Elearning should do the same http://youtu.be/0SlFKB6cFYU
  2. Opening frontiers to the future," an international E-learning conference has been held in the Ugandan capital, Kampala. This technology is already bringing noticeable benefits to Africa. http://www.dw.de/e-learning-speeds-up-progress-in-africa/a-17673432
  3. References: http://www.case.edu/artsci/cosi/cspl/documents/eportfolio-Educausedocument.pdf
  4. References: http://www.learningoutcomeassessment.org/Portfolio.htm# Portfolios are systematic collections of evidence that demonstrates what a person or an organization has learned over time. These collections often include both work samples and reflections on learning, and are designed for presentation to specific audiences. As expressed by Walvoord (2004): “portfolios must be used more like case studies than like large samples. Their purpose is to bore a deep but narrow hole, to give richer texture and depth to the institution’s understanding of how students learn” (p. 77). Portfolios are systematic collections of evidence that demonstrates what a person or an organization has learned over time. These collections often include both work samples and reflections on learning, and are designed for presentation to specific audiences. As expressed by Walvoord (2004): “portfolios must be used more like case studies than like large samples. Their purpose is to bore a deep but narrow hole, to give richer texture and depth to the institution’s understanding of how students learn” (p. 77).
  5. Challenge providing access, securely though the cloud