Creating an online course without a template can seem like a daunting task. With a Quality Matters aligned template your course development process can be much easier and faster.
Project-based learning (PBL) involves students working for an extended period of time to investigate and respond to an engaging and complex question, problem, or challenge. It is inquiry-based and requires the creation of a unique product or presentation. PBL helps students learn content while developing 21st century skills like collaboration, communication, and critical thinking. It allows students to create something new and reflect on their own work. PBL is motivating for students and provides a deeper understanding compared to traditional instruction. Teachers can implement PBL as their primary instructional method or occasionally for varied length projects across all grade levels and subjects.
This document provides an overview of project-based learning (PBL). It discusses key elements of effective PBL projects, including ensuring they are authentic, academically rigorous, involve applied learning and active exploration. Projects should involve adult relationships and feedback. Assessment should be based on criteria involving student outcomes and reflection. The document also discusses using technology to enhance PBL and provides some PBL project examples. It concludes with suggestions for teachers to get started with PBL, such as becoming comfortable with rubrics and allowing student reflection and decision making.
This document provides information about design and technology. It includes links to websites about design, examples of innovative technologies like the Segway and phonograph, and characteristics of engaging exhibits. It also discusses the shift to an experience-based economy and outlines aspects of the mental switch required in design education, such as managing ambiguity, failing fast to learn, and being driven by design rather than grades.
This document discusses project-based learning (PBL) as a framework to engage students and improve learning outcomes. PBL involves facilitating student-led inquiries into complex, authentic questions through carefully designed projects and tasks. It increases student motivation and improves academic achievement and retention of knowledge compared to traditional instruction. The document provides guidelines for teachers in structuring PBL, such as framing meaningful questions, managing activities, and teaching students to set goals. PBL is especially effective for lower-achieving students by engaging them in problem-solving that mimics real-life challenges.
5 eLearning Tips van een Learning Designer #dlw2014Joyce Seitzinger
Mini-webinar on learning design for the Dutch SOA Aids foundation who held a collaborative learning design day on 6 March 2014. Delivered by Skype and screenshare.
And my first presentation in Dutch in over 10 years. Very challenging and fun!
The famous educational philosopher, John Dewey, stated “We do not learn from experience, we learn from reflecting on experience.’ Maker education involves hands-on and experiential activities. Learning can occur through the act of making but having learners reflect on their making experiences increases the likelihood of learning. It is not left to chance.
Elon University: Design Thinking Studio in Social InnovationWilliam J. Moner
If you could design a social innovation course that addressed your local community’s wicked problems, what would it look like? For us, we wanted motivated problem-finders. We wanted to use design thinking and sprints to build quickly and often. We wanted to do away with grades. We wanted students to focus only on our course, nothing more. We wanted students who brought disciplinary knowledge to work across majors. So, in Spring 2017, a faculty team from Elon University designed a huge 16-credit-hour “social innovation lab” course with the goal of enacting real social change in the local community. We succeeded, we failed, and we’re ready to share our lessons learned from when we tried to break free from the structures of academia.
Project-based learning (PBL) involves students working for an extended period of time to investigate and respond to an engaging and complex question, problem, or challenge. It is inquiry-based and requires the creation of a unique product or presentation. PBL helps students learn content while developing 21st century skills like collaboration, communication, and critical thinking. It allows students to create something new and reflect on their own work. PBL is motivating for students and provides a deeper understanding compared to traditional instruction. Teachers can implement PBL as their primary instructional method or occasionally for varied length projects across all grade levels and subjects.
This document provides an overview of project-based learning (PBL). It discusses key elements of effective PBL projects, including ensuring they are authentic, academically rigorous, involve applied learning and active exploration. Projects should involve adult relationships and feedback. Assessment should be based on criteria involving student outcomes and reflection. The document also discusses using technology to enhance PBL and provides some PBL project examples. It concludes with suggestions for teachers to get started with PBL, such as becoming comfortable with rubrics and allowing student reflection and decision making.
This document provides information about design and technology. It includes links to websites about design, examples of innovative technologies like the Segway and phonograph, and characteristics of engaging exhibits. It also discusses the shift to an experience-based economy and outlines aspects of the mental switch required in design education, such as managing ambiguity, failing fast to learn, and being driven by design rather than grades.
This document discusses project-based learning (PBL) as a framework to engage students and improve learning outcomes. PBL involves facilitating student-led inquiries into complex, authentic questions through carefully designed projects and tasks. It increases student motivation and improves academic achievement and retention of knowledge compared to traditional instruction. The document provides guidelines for teachers in structuring PBL, such as framing meaningful questions, managing activities, and teaching students to set goals. PBL is especially effective for lower-achieving students by engaging them in problem-solving that mimics real-life challenges.
5 eLearning Tips van een Learning Designer #dlw2014Joyce Seitzinger
Mini-webinar on learning design for the Dutch SOA Aids foundation who held a collaborative learning design day on 6 March 2014. Delivered by Skype and screenshare.
And my first presentation in Dutch in over 10 years. Very challenging and fun!
The famous educational philosopher, John Dewey, stated “We do not learn from experience, we learn from reflecting on experience.’ Maker education involves hands-on and experiential activities. Learning can occur through the act of making but having learners reflect on their making experiences increases the likelihood of learning. It is not left to chance.
Elon University: Design Thinking Studio in Social InnovationWilliam J. Moner
If you could design a social innovation course that addressed your local community’s wicked problems, what would it look like? For us, we wanted motivated problem-finders. We wanted to use design thinking and sprints to build quickly and often. We wanted to do away with grades. We wanted students to focus only on our course, nothing more. We wanted students who brought disciplinary knowledge to work across majors. So, in Spring 2017, a faculty team from Elon University designed a huge 16-credit-hour “social innovation lab” course with the goal of enacting real social change in the local community. We succeeded, we failed, and we’re ready to share our lessons learned from when we tried to break free from the structures of academia.
OpenEducation Challenge Incubator ProgrammeYishay Mor
The document summarizes the OpenEducation Challenge Incubator Programme, which aims to support teams in developing high-quality educational projects. The programme helps participants work in teams to design learning experiences, develop business plans, prototype systems, and present their innovations. It uses workshop and residential formats for collaboration, feedback, and planning next steps. Teams have private workspaces but share learning through common areas and presentations, with guidance from mentors and tutors throughout the process.
Traditional teaching methods focused on lower-order thinking skills like memorization through authoritarian instruction. Modern methods aim to develop higher-order thinking skills like analysis, synthesis and evaluation through more democratic and participatory lessons using diverse technology. The document proposes a revised project method where students work independently on in-depth, complex and real-world projects over time while teachers guide and facilitate. Examples of higher-level IT-based projects include resource-based assignments, simple creations and guided hypermedia projects.
The document discusses rethinking homework in light of new technologies. It questions traditional beliefs about homework and examines research showing homework is more effective for older students and that there is an optimal amount. It suggests homework should be formative rather than graded, differentiated, and enhanced through technology. Examples given include online discussions, flipped classroom using online content for homework, and gamification. The goal is homework that extends learning, is tailored to students, and reduces frustration.
The document discusses a junior thesis project aimed at improving science education. It analyzes the effects of an education activity called the Imagine competition, which allows students to complete feasibility studies on biotechnological applications. The research objectives are to identify critical success factors in science education, analyze the effects of education activities, and design an instrument to measure educational goals. Preliminary results show teachers value interdisciplinary approaches and opportunities for scientific practice, but do not always feel equipped to supervise thesis projects. The Imagine competition provides a model for an effective interdisciplinary junior thesis that engages students with scientists. Further research is needed to examine implementation challenges and critical success factors.
This document provides strategies for managing a classroom with a 1:1 student to device environment. It recommends developing student-centered lessons that focus on learning over content and leave no time for off-task behavior. Suggested management strategies include using proximity, timers, and fostering collaboration to influence positive behavior while modeling appropriate technology use. The document also lists signs that may indicate off-task student behavior and considerations for implementing a successful 1:1 classroom.
This document discusses bringing innovation to schools. It begins with questions about how to bring innovation to different areas like student learning, schedules, assessments, spaces, creativity, and leadership. The challenges of innovation in schools are presented, along with action steps like finding allies and removing roadblocks. Specific innovations are then outlined, such as adopting a 21st century mindset, design thinking, transdisciplinary education, and performance tasks. Contact information is provided for three people involved in innovation efforts at Mount Vernon schools.
This document provides an overview of makerspaces and discusses their essential elements. It describes makerspaces as spaces for making, learning, and creativity where people can cultivate 21st century skills. The three essential elements of makerspaces are identified as purpose, people, and pieces/parts. Purpose discusses challenges makerspaces address like supporting STEM and entrepreneurship. People discusses the community aspect and teachers/learners roles. Pieces/parts refers to the tools and materials available. Examples are given of a tinkering studio and Greco Middle School's makerspace library transformation. Assessment strategies are outlined. The document also discusses how makerspaces can support entrepreneurship and provides an overview of a business model canvas for developing ideas.
This document provides an overview of the goals and activities for Day One of a SWAIN CORE curriculum design training. The goals are to understand the Understanding by Design (UbD) process, identify big ideas and transfer goals, consider literacy shifts, align standards to big ideas and pacing, and document work in templates. Participants engage in activities to examine standards progression, share what they wish students knew, and discuss backward design and its three stages. They identify big ideas from standards and sort them by grade band to begin thinking about curriculum units. The training emphasizes that UbD focuses on deep understanding rather than covering material and encourages a continuous improvement approach.
This document discusses project-based learning (PBL) in math education for the 21st century. It explains that PBL leads students to gain essential knowledge and concepts by confronting realistic dilemmas that allow for more than one solution. Students become intrigued by and motivated to solve problems by working with peers and teachers. They demonstrate new standards-based knowledge in authentic formats. The document outlines the PBL process, including crafting driving questions, planning assessments, mapping the project, managing the process, and introducing PBL while focusing on standards and developing 21st century skills.
Thorough research and planning is essential for practical production projects. This includes researching examples, keeping records of the planning process, and getting feedback at all stages from peers and teachers. When producing the project, thoroughly prepare equipment, logistics like scheduling people and locations early, and shoot extra footage for coverage. The production process involves organizing materials before editing, establishing the big picture, and fine-tuning details later.
This document discusses meaningful homework and effective homework design. It notes that homework should enhance classroom learning rather than cause frustration. Well-designed homework meets individual student needs, is engaging, and avoids zeros as an option. The document explores formative feedback over grading and using technology like auto-graded quizzes, flashcards, discussion forums, and flipped classroom approaches to make homework more interactive. It emphasizes designing homework that differentiates for different students and motivates practice through elements like gamification.
This document outlines lessons learned from running the OLDS MOOC on designing open learning. It discusses the course's design principles of being radically open, having a daily structure with autonomous activities, and emphasizing peer support and collaborative learning. It then describes the technological tools used, including Google sites, groups, and Cloudworks. Feedback indicates the course's techniques helped participants in their own work. Evaluations and publications about the course were also produced. The document concludes by humorously suggesting ways to "ruin a MOOC", such as using home-brew technology, over-involving facilitators, or adding unnecessary complexity.
A presentation by Lisa Stevens delivered at the Practical Pedagogies conference at IST 3rd and 4th November 2016 about sketchnoting/visual note taking from the point of view of an educator; why use it, examples of how to use it and how to do it!
Presentation at 2014 Brightspace (by D2L Ignite at Oklahoma City University. Oct. 24, 2014. "Using Brightspace and Visual Planning Tools to Create Innovative Learning Experiences" by Bucky Dodd, University of Central Oklahoma
The document discusses designing an expeditionary learning environment. It emphasizes that design is more important than technology and should be simple with less being more. An expeditionary learning environment focuses on organizing knowledge around big ideas, developing a deep understanding of factual knowledge, and ensuring knowledge is usable and effortlessly retrievable. It provides an example of a potential expedition on the topic of global ethics.
This document discusses project-based learning (PBL), describing it as an instructional approach where students work in teams on real-world problems and create presentations to share what they've learned. The benefits of PBL for students include deeper subject knowledge, increased self-direction and motivation, and improved research and problem-solving skills. As a teacher's role shifts to that of a coach and facilitator in PBL, they must help students design projects aligned to standards and allow for varied assessments.
MEAS Course on E-learning: 2 Designing online instruction based on student needsAndrea Bohn
This document discusses instructional design and how it can be used to design instruction based on student needs. It defines instructional design as the systematic process of making instruction more effective, efficient and appealing by focusing on learner needs. The document outlines several instructional design methods and processes, including the ADDIE model of analysis, design, development, implementation and evaluation. It also discusses how learning theories can inform instructional design and provides examples of how design has been applied to different client projects.
MEAS Course on E-Learning: 2 Designing online instruction based on student needsMEAS
This document discusses instructional design and how it can be used to design instruction based on student needs. It defines instructional design as the systematic process of making instruction more effective, efficient and appealing by focusing on learner needs. The document outlines several instructional design methods and processes, including the ADDIE model of analysis, design, development, implementation and evaluation. It also discusses how learning theories can inform instructional design and provides examples of how design has been applied to different client projects.
This study examined student perceptions of their proficiency in instructional design competencies based on two frameworks: AECT standards and IBSTPI competencies. Students in a graduate ID program completed portfolios assessing their competencies. Results showed students perceived highest proficiency in AECT's Design competency and IBSTPI's Professional Foundations competency. The lowest proficiencies were in AECT's Utilization and IBSTPI's Implementation and Management. Core courses best addressed AECT's Design and Development domains but least addressed Evaluation. IBSTPI's Professional Foundations was most addressed while Implementation and Management was least addressed. The study implies need to improve instruction in Utilization, Evaluation, and Implementation/Management competencies.
This presentation discusses a variety of classroom activities and projects to assist students in developing a personal plan for earning, learning, and living.
OpenEducation Challenge Incubator ProgrammeYishay Mor
The document summarizes the OpenEducation Challenge Incubator Programme, which aims to support teams in developing high-quality educational projects. The programme helps participants work in teams to design learning experiences, develop business plans, prototype systems, and present their innovations. It uses workshop and residential formats for collaboration, feedback, and planning next steps. Teams have private workspaces but share learning through common areas and presentations, with guidance from mentors and tutors throughout the process.
Traditional teaching methods focused on lower-order thinking skills like memorization through authoritarian instruction. Modern methods aim to develop higher-order thinking skills like analysis, synthesis and evaluation through more democratic and participatory lessons using diverse technology. The document proposes a revised project method where students work independently on in-depth, complex and real-world projects over time while teachers guide and facilitate. Examples of higher-level IT-based projects include resource-based assignments, simple creations and guided hypermedia projects.
The document discusses rethinking homework in light of new technologies. It questions traditional beliefs about homework and examines research showing homework is more effective for older students and that there is an optimal amount. It suggests homework should be formative rather than graded, differentiated, and enhanced through technology. Examples given include online discussions, flipped classroom using online content for homework, and gamification. The goal is homework that extends learning, is tailored to students, and reduces frustration.
The document discusses a junior thesis project aimed at improving science education. It analyzes the effects of an education activity called the Imagine competition, which allows students to complete feasibility studies on biotechnological applications. The research objectives are to identify critical success factors in science education, analyze the effects of education activities, and design an instrument to measure educational goals. Preliminary results show teachers value interdisciplinary approaches and opportunities for scientific practice, but do not always feel equipped to supervise thesis projects. The Imagine competition provides a model for an effective interdisciplinary junior thesis that engages students with scientists. Further research is needed to examine implementation challenges and critical success factors.
This document provides strategies for managing a classroom with a 1:1 student to device environment. It recommends developing student-centered lessons that focus on learning over content and leave no time for off-task behavior. Suggested management strategies include using proximity, timers, and fostering collaboration to influence positive behavior while modeling appropriate technology use. The document also lists signs that may indicate off-task student behavior and considerations for implementing a successful 1:1 classroom.
This document discusses bringing innovation to schools. It begins with questions about how to bring innovation to different areas like student learning, schedules, assessments, spaces, creativity, and leadership. The challenges of innovation in schools are presented, along with action steps like finding allies and removing roadblocks. Specific innovations are then outlined, such as adopting a 21st century mindset, design thinking, transdisciplinary education, and performance tasks. Contact information is provided for three people involved in innovation efforts at Mount Vernon schools.
This document provides an overview of makerspaces and discusses their essential elements. It describes makerspaces as spaces for making, learning, and creativity where people can cultivate 21st century skills. The three essential elements of makerspaces are identified as purpose, people, and pieces/parts. Purpose discusses challenges makerspaces address like supporting STEM and entrepreneurship. People discusses the community aspect and teachers/learners roles. Pieces/parts refers to the tools and materials available. Examples are given of a tinkering studio and Greco Middle School's makerspace library transformation. Assessment strategies are outlined. The document also discusses how makerspaces can support entrepreneurship and provides an overview of a business model canvas for developing ideas.
This document provides an overview of the goals and activities for Day One of a SWAIN CORE curriculum design training. The goals are to understand the Understanding by Design (UbD) process, identify big ideas and transfer goals, consider literacy shifts, align standards to big ideas and pacing, and document work in templates. Participants engage in activities to examine standards progression, share what they wish students knew, and discuss backward design and its three stages. They identify big ideas from standards and sort them by grade band to begin thinking about curriculum units. The training emphasizes that UbD focuses on deep understanding rather than covering material and encourages a continuous improvement approach.
This document discusses project-based learning (PBL) in math education for the 21st century. It explains that PBL leads students to gain essential knowledge and concepts by confronting realistic dilemmas that allow for more than one solution. Students become intrigued by and motivated to solve problems by working with peers and teachers. They demonstrate new standards-based knowledge in authentic formats. The document outlines the PBL process, including crafting driving questions, planning assessments, mapping the project, managing the process, and introducing PBL while focusing on standards and developing 21st century skills.
Thorough research and planning is essential for practical production projects. This includes researching examples, keeping records of the planning process, and getting feedback at all stages from peers and teachers. When producing the project, thoroughly prepare equipment, logistics like scheduling people and locations early, and shoot extra footage for coverage. The production process involves organizing materials before editing, establishing the big picture, and fine-tuning details later.
This document discusses meaningful homework and effective homework design. It notes that homework should enhance classroom learning rather than cause frustration. Well-designed homework meets individual student needs, is engaging, and avoids zeros as an option. The document explores formative feedback over grading and using technology like auto-graded quizzes, flashcards, discussion forums, and flipped classroom approaches to make homework more interactive. It emphasizes designing homework that differentiates for different students and motivates practice through elements like gamification.
This document outlines lessons learned from running the OLDS MOOC on designing open learning. It discusses the course's design principles of being radically open, having a daily structure with autonomous activities, and emphasizing peer support and collaborative learning. It then describes the technological tools used, including Google sites, groups, and Cloudworks. Feedback indicates the course's techniques helped participants in their own work. Evaluations and publications about the course were also produced. The document concludes by humorously suggesting ways to "ruin a MOOC", such as using home-brew technology, over-involving facilitators, or adding unnecessary complexity.
A presentation by Lisa Stevens delivered at the Practical Pedagogies conference at IST 3rd and 4th November 2016 about sketchnoting/visual note taking from the point of view of an educator; why use it, examples of how to use it and how to do it!
Presentation at 2014 Brightspace (by D2L Ignite at Oklahoma City University. Oct. 24, 2014. "Using Brightspace and Visual Planning Tools to Create Innovative Learning Experiences" by Bucky Dodd, University of Central Oklahoma
The document discusses designing an expeditionary learning environment. It emphasizes that design is more important than technology and should be simple with less being more. An expeditionary learning environment focuses on organizing knowledge around big ideas, developing a deep understanding of factual knowledge, and ensuring knowledge is usable and effortlessly retrievable. It provides an example of a potential expedition on the topic of global ethics.
This document discusses project-based learning (PBL), describing it as an instructional approach where students work in teams on real-world problems and create presentations to share what they've learned. The benefits of PBL for students include deeper subject knowledge, increased self-direction and motivation, and improved research and problem-solving skills. As a teacher's role shifts to that of a coach and facilitator in PBL, they must help students design projects aligned to standards and allow for varied assessments.
MEAS Course on E-learning: 2 Designing online instruction based on student needsAndrea Bohn
This document discusses instructional design and how it can be used to design instruction based on student needs. It defines instructional design as the systematic process of making instruction more effective, efficient and appealing by focusing on learner needs. The document outlines several instructional design methods and processes, including the ADDIE model of analysis, design, development, implementation and evaluation. It also discusses how learning theories can inform instructional design and provides examples of how design has been applied to different client projects.
MEAS Course on E-Learning: 2 Designing online instruction based on student needsMEAS
This document discusses instructional design and how it can be used to design instruction based on student needs. It defines instructional design as the systematic process of making instruction more effective, efficient and appealing by focusing on learner needs. The document outlines several instructional design methods and processes, including the ADDIE model of analysis, design, development, implementation and evaluation. It also discusses how learning theories can inform instructional design and provides examples of how design has been applied to different client projects.
This study examined student perceptions of their proficiency in instructional design competencies based on two frameworks: AECT standards and IBSTPI competencies. Students in a graduate ID program completed portfolios assessing their competencies. Results showed students perceived highest proficiency in AECT's Design competency and IBSTPI's Professional Foundations competency. The lowest proficiencies were in AECT's Utilization and IBSTPI's Implementation and Management. Core courses best addressed AECT's Design and Development domains but least addressed Evaluation. IBSTPI's Professional Foundations was most addressed while Implementation and Management was least addressed. The study implies need to improve instruction in Utilization, Evaluation, and Implementation/Management competencies.
This presentation discusses a variety of classroom activities and projects to assist students in developing a personal plan for earning, learning, and living.
The document introduces instructional design and the ADDIE model. It discusses:
1) The history and definitions of instructional design as a systematic approach to generate teaching materials.
2) The five phases of the ADDIE model - Analysis, Design, Development, Implementation, and Evaluation.
3) Key activities in each ADDIE phase such as determining learner needs in Analysis, choosing instructional strategies in Design, creating prototypes in Development, training staff in Implementation, and assessing goals in Evaluation.
The document provides an overview of instructional design and the ADDIE process for designing lesson plans.
This was a presentation I gave to administrators and instructors at UIC College of Liberal Arts and Sciences, as they debated putting more courses online.
The faculty members have to know about their students backgrounds, their motivation, career planning, and their personal needs. This PPT provides more about guiding the students for better performance.
Slides from our Learning Design workshop in Nairobi, Kenya on 9 June 2017. An output from the ESRC-funded International Distance Education and African Students (IDEAS) project, in coodination with the African Network for Internationalization of Education.
WebQuests are inquiry-oriented lesson formats that use mostly online resources to engage students in 21st century thinking skills. They have become popular worldwide as a way for teachers to incorporate the internet into lessons. The document outlines the basic formula for creating a WebQuest, including an introduction to orient students, a task for them to complete, a process explaining the strategies they should use, required online resources, an evaluation, and a conclusion. It also discusses benefits such as student engagement, providing background knowledge, and reusability, as well as potential drawbacks like technology issues and inauthentic tasks.
This document summarizes Dr. Clifford Choy's work on STEM, STEAM, making and design processes. It begins by defining STEM education and its goals of developing students' creativity, innovation, collaboration and problem solving skills. It then discusses expanding STEM to STEAM by integrating arts. The concept of "making" is introduced as a hands-on way for students to apply STEAM knowledge through intrinsic interests. Different design processes are outlined, including double diamond, design thinking and experiential learning models. The document concludes with an example of the design process used to develop a foldable stand for a Raspberry Pi, going through iterations of prototyping and refinement.
Digital campus and blended learning transformationsDan Munnerley
This document summarizes James Cook University's initiatives around digital transformation and blended learning. It discusses the establishment of a Blended Learning team and the development of standards and guidelines through projects and professional learning events. It also outlines plans to transition to a new learning management system, focus on student-centered curriculum design, and implement an "UltraReady" process for digital transformation of courses using an UltraStudio approach. The goal is to move beyond blended learning and help all courses achieve a minimum online presence and level of digital maturity.
This document outlines a presentation on advising technology projects. It discusses conducting a needs assessment and implementation planning, using social media strategies, and reviewing project examples. The presentation covers determining advising technology goals and resources, creating and piloting projects, reviewing and evaluating them, and updating ongoing development. Key steps discussed are assessing audiences and stakeholders, planning pilots, reviewing and measuring outcomes, and ensuring sustainability of new technologies through continued assessment and support. The overall goal is to introduce models for assessing student services technologies and applying those concepts to individual campuses.
The document discusses two instructional design models: the rapid prototyping model and the ASSURE model. The rapid prototyping model is a faster, more efficient way to develop training that involves designing and developing phases occurring simultaneously and continuous evaluation. The ASSURE model is a six-step guide for planning and delivering instruction that involves analyzing learners, stating objectives, selecting methods and materials, utilizing media, requiring learner participation, and evaluating. Both models emphasize analysis, objectives, and evaluation but differ in that the rapid prototyping model encourages creativity while ASSURE may limit it.
Prototyping involves creating blueprints or mockups of instructional materials before full development to visualize content flow and get feedback. There are two main methods: storyboarding uses post-its or software to sketch each page or screen, while rapid prototyping uses an iterative process of testing and improving electronic prototypes. Both allow refining details early to create a more effective and efficient final product.
This document summarizes a workshop on supporting blended learners' development of social and connected skills through digital pedagogy. The workshop covered how digital skills are needed to support blended learners, including exploration, connection, curation, collaboration and openness. It discussed assessing technology needs, determining resources, piloting projects, and evaluating outcomes. The goal was to help participants develop plans to support blended learning on their own campuses through strategic use of technology and digital skills.
This document discusses teaching design thinking, computational thinking, systems thinking, strategic thinking, and futures thinking through challenge-based learning. It outlines approaches like the Stanford d.school design process and Daylight Design Thinking process. Key aspects covered include organizing learning environments, contextualizing challenges, the design process, solution types, assessments, expectations for students, and sample contexts in engineering, food production, and materials technologies. Competitions and 2-4 activities/projects are suggested to teach these various thinking approaches.
The document outlines the contents of a presentation on instructional design. It includes 19 slides with visual metaphors representing key concepts in instructional design like its history, definition, use of systematic approaches and models, and connections to learning theories and educational technology. For each concept, a slide provides the visual metaphor and a following slide explains the concept and metaphor. The presentation aims to explain instructional design concepts through meaningful visual representations.
Humanizing online learning: why the user experience mattersWhitney Kilgore
1. The document summarizes a Massive Open Online Course (MOOC) called the HumanMOOC that focused on humanizing online learning experiences.
2. The HumanMOOC used the Community of Inquiry framework to teach participants how to establish instructor, social, and cognitive presence in online courses. It provided ideas for interactive assignments, video feedback, and using tools like Flipgrid to create connected learning experiences.
3. Over 2,800 people enrolled in the HumanMOOC since 2013. Participants reported applying ideas from the course like using video in discussions to better connect with students in their own online teaching. Research has been published on the impact and design of the HumanMOOC.
Harvard Graduate School of Education - Guest Lecture on Learning DesignWhitney Kilgore
My thoughts on the Online Program Management sector and how iDesign fits into that space, the importance of instructional design/designers, emerging trends (design, tool, and pedagogical), and the role of a CAO outside of the academy.
- The document describes Cathy Barnes, who teaches online courses and founded iDesignPartners. She is concerned with humanizing digital learning experiences.
- Barnes taught a MOOC called HumanMOOC multiple times, with over 2800 participants. The MOOC focused on establishing instructor, social, and cognitive presence using the Community of Inquiry framework.
- HumanMOOC participants reported that the course helped them think of practical ways to improve presence and engagement in their own online courses, such as using video introductions, discussions, and providing voice/video feedback.
Reality check: leading innovation in a complex worldWhitney Kilgore
The document outlines the five stages of successful innovation: idea generation and mobilization, advocacy and screening, experimentation, commercialization, and diffusion and implementation. In the first stage, innovators explore ideas to solve user problems and share ideas with potential beneficiaries. The second stage involves weighing ideas' pros and cons and filtering out unmerited ideas. The third stage tests ideas with users to refine solutions. The fourth stage involves customers ensuring ideas meet needs. The final stage focuses on adopting the innovation through changing user behavior and implementing supporting structures. The presentation encouraged using provided materials to discuss how to lead innovation.
Developing online courses is only the first step in a much longer process. In this session, we explored how to create a culture to support continuous improvement and looked at new tools to visualize the process.
This document provides an overview of the author's background and work focusing on humanizing online education through MOOCs and instructional design. It discusses the author having a PhD in Learning Technologies and experience designing four MOOCs that have enrolled over 2,800 participants. A key aspect is the HumanMOOC project which aimed to apply a community of inquiry framework and emerging technologies to promote social, cognitive, and teaching presence. The HumanMOOC has led to research studies, publications, and impacted participants' teaching practices by helping them recognize areas to improve social and instructor presence in their own online courses.
Humanizing education is important as the move to online learning has made the experience less personal. While technology has improved connectivity, teaching and learning should be the priority in choosing educational tools. The document discusses five tools - FlipGrid, VoiceThread, YouTube, Hangouts, and YellowDig - that can help humanize online education by facilitating discussions and connections between students and teachers. It also allows for free exploration of other do-it-yourself options to humanize digital learning.
This document discusses several ethical issues related to online learning environments, including copyright, plagiarism, cheating, data privacy, accessibility, and social media use. It addresses how copyright law protects original creative works, defines plagiarism and cheating, and outlines the Americans with Disabilities Act and Universal Design for Learning principles to promote accessibility. The document also discusses data privacy laws like FERPA, issues around data ownership with educational technologies, and the importance of educating students and parents on safe social media use and digital citizenship.
Design of Informal Educator Learning Communities Whitney Kilgore
This dissertation studied the design of five state education Twitter chats by interviewing their organizers. It categorized the chats by structure, from moderator-driven to host-driven. The interviews explored how chat design aligned with the organizers' teaching philosophies and the processes, tools and changes they used. The study found leadership, design, regularity and support are needed for online learning communities to develop. It concluded that without leadership, communities may fail, moderators are the social glue, and maintaining a chat is time-intensive and requires team support.
Twitter chats occur at a preset time and day where teachers use Twitter to participate by following a hashtag related to the topic. Participants post tweets including the hashtag to discuss resources, ideas, experiences and connect with others. There are approximately 300 education chats scheduled that people can participate in different ways such as sharing, asking questions, or observing. To get started, identify a chat to join, introduce yourself, include the hashtag, respond to others, and share related blog posts.
The document discusses humanizing online instruction through establishing instructor, social, and cognitive presence based on the Community of Inquiry framework. It describes modifications made to a MOOC design which aligned assignments to competencies and badges, incorporated tools like VoiceThread and FlipGrid to enhance social and instructor presence, and explored using video in discussions. The goal is to create more connected and collaborative online learning experiences for students.
The document discusses using massive open online courses (MOOCs) as a design-based research laboratory to test new pedagogical models and learn about online learning. It notes that MOOCs provide an opportunity to experiment with different design elements like week 0 introductions, visual syllabi, synchronous and asynchronous video, peer review, and learner support. The document questions what goals MOOCs are truly trying to achieve and how they differ from traditional online courses, suggesting MOOCs could be a "playful" way to research new approaches to digital education.
This document summarizes the HumanMOOC, a professional development course that teaches strategies for building community and humanizing online learning experiences. The course uses a community of inquiry framework and explores tools like VoiceThread, FlipGrid, and video discussions to increase social, teaching, and cognitive presence. Participants provided feedback on Twitter about increased self-efficacy and applying skills from the competency-based course. Preliminary analysis of a related research study found increased motivation and persistence among learners who experienced more humanized online interactions.
This document outlines Whitney Kilgore's portfolio for her PhD defense. It includes sections on her professional background, creative works, scholarly writing, and presentations. It highlights her experience developing online programs, facilitating communities on Twitter, and research interests in online learning communities, social media, video and presence, and micro-credentials. Her scholarly writing includes publications in journals and a book chapter. Upcoming presentations are listed on badges-first learning design and a MOOC she created.
Presentation for my PhD colleagues at the University of North Texas on Communities of Practice, Professional Learning Communities and Professional Learning Networks
Whitney Kilgore and Reshan Richards are founders of two companies, VideoScribe and TouchCast. VideoScribe allows users to create animated explainer videos without technical skills. TouchCast is a platform for creating and sharing interactive digital content across devices.
Reimagining Your Library Space: How to Increase the Vibes in Your Library No ...Diana Rendina
Librarians are leading the way in creating future-ready citizens – now we need to update our spaces to match. In this session, attendees will get inspiration for transforming their library spaces. You’ll learn how to survey students and patrons, create a focus group, and use design thinking to brainstorm ideas for your space. We’ll discuss budget friendly ways to change your space as well as how to find funding. No matter where you’re at, you’ll find ideas for reimagining your space in this session.
Leveraging Generative AI to Drive Nonprofit InnovationTechSoup
In this webinar, participants learned how to utilize Generative AI to streamline operations and elevate member engagement. Amazon Web Service experts provided a customer specific use cases and dived into low/no-code tools that are quick and easy to deploy through Amazon Web Service (AWS.)
This presentation was provided by Steph Pollock of The American Psychological Association’s Journals Program, and Damita Snow, of The American Society of Civil Engineers (ASCE), for the initial session of NISO's 2024 Training Series "DEIA in the Scholarly Landscape." Session One: 'Setting Expectations: a DEIA Primer,' was held June 6, 2024.
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it describes the bony anatomy including the femoral head , acetabulum, labrum . also discusses the capsule , ligaments . muscle that act on the hip joint and the range of motion are outlined. factors affecting hip joint stability and weight transmission through the joint are summarized.
How to Fix the Import Error in the Odoo 17Celine George
An import error occurs when a program fails to import a module or library, disrupting its execution. In languages like Python, this issue arises when the specified module cannot be found or accessed, hindering the program's functionality. Resolving import errors is crucial for maintaining smooth software operation and uninterrupted development processes.
How to Make a Field Mandatory in Odoo 17Celine George
In Odoo, making a field required can be done through both Python code and XML views. When you set the required attribute to True in Python code, it makes the field required across all views where it's used. Conversely, when you set the required attribute in XML views, it makes the field required only in the context of that particular view.
LAND USE LAND COVER AND NDVI OF MIRZAPUR DISTRICT, UPRAHUL
This Dissertation explores the particular circumstances of Mirzapur, a region located in the
core of India. Mirzapur, with its varied terrains and abundant biodiversity, offers an optimal
environment for investigating the changes in vegetation cover dynamics. Our study utilizes
advanced technologies such as GIS (Geographic Information Systems) and Remote sensing to
analyze the transformations that have taken place over the course of a decade.
The complex relationship between human activities and the environment has been the focus
of extensive research and worry. As the global community grapples with swift urbanization,
population expansion, and economic progress, the effects on natural ecosystems are becoming
more evident. A crucial element of this impact is the alteration of vegetation cover, which plays a
significant role in maintaining the ecological equilibrium of our planet.Land serves as the foundation for all human activities and provides the necessary materials for
these activities. As the most crucial natural resource, its utilization by humans results in different
'Land uses,' which are determined by both human activities and the physical characteristics of the
land.
The utilization of land is impacted by human needs and environmental factors. In countries
like India, rapid population growth and the emphasis on extensive resource exploitation can lead
to significant land degradation, adversely affecting the region's land cover.
Therefore, human intervention has significantly influenced land use patterns over many
centuries, evolving its structure over time and space. In the present era, these changes have
accelerated due to factors such as agriculture and urbanization. Information regarding land use and
cover is essential for various planning and management tasks related to the Earth's surface,
providing crucial environmental data for scientific, resource management, policy purposes, and
diverse human activities.
Accurate understanding of land use and cover is imperative for the development planning
of any area. Consequently, a wide range of professionals, including earth system scientists, land
and water managers, and urban planners, are interested in obtaining data on land use and cover
changes, conversion trends, and other related patterns. The spatial dimensions of land use and
cover support policymakers and scientists in making well-informed decisions, as alterations in
these patterns indicate shifts in economic and social conditions. Monitoring such changes with the
help of Advanced technologies like Remote Sensing and Geographic Information Systems is
crucial for coordinated efforts across different administrative levels. Advanced technologies like
Remote Sensing and Geographic Information Systems
9
Changes in vegetation cover refer to variations in the distribution, composition, and overall
structure of plant communities across different temporal and spatial scales. These changes can
occur natural.
Beyond Degrees - Empowering the Workforce in the Context of Skills-First.pptxEduSkills OECD
Iván Bornacelly, Policy Analyst at the OECD Centre for Skills, OECD, presents at the webinar 'Tackling job market gaps with a skills-first approach' on 12 June 2024
Strategies for Effective Upskilling is a presentation by Chinwendu Peace in a Your Skill Boost Masterclass organisation by the Excellence Foundation for South Sudan on 08th and 09th June 2024 from 1 PM to 3 PM on each day.
3. Rapid Prototyping
What is it?
• Rapid prototyping. In a design process, early
development of a small-scale prototype used to
test out certain key features of the design.
• Would you build a house without a
blueprint?
4. It can be hard to get started with a blank page
5. A great template makes…
online course development
“move-in ready”
11. QM and Rapid
Prototyping
• Begin with the end in mind - Quality
• QM Essential Elements included in the template
• Simplifies the course design
processhttp://facultyecommons.com/the-ap-prototype-simplifying-high-quality-course-design/
12. Why use it?
• RID Template – SAVES FACULTY TIME
• Improved student retention/completion
o https://pantherfile.uwm.edu/simonec/public/Motivation%20retention%20
articles/Articles/Dietz-Uhler_DesigningOnlineToPromoteRetention.pdf
13. QM Essential Elements
• Course Overview and Introduction
• Learning Objectives (Competencies)
• Assessment and Measurement
• Instructional Materials
• Learner Interaction and Engagement
• Course Technology
• Learner Support
• Accessibility
14. References
• http://www.instructionaldesign.org/models/rapid_prototyping.html
• Piskurich, George M. (2000) Rapid Instructional Design. Learning ID fast
and Right. San Francsico: Jossey.
• Stokes, Jones Toni and Richey, Rita C. (2000) Rapid prototyping
methodology in action: A developmental study. Educational Technology
and Development, 48(2), 63-80.
• Wilson, B.G., Jonassen, D.H., & Cole, P. (1993). Cognitive aproaches to
instructional design. The ASTD hanbook of instructional technology, 21.1-
21.22). New York: McGraw-Hill. Retrieved from
http://carbon.cudenver.edu/~bwilson/training.html on April 22, 2005.
• Kilgore, W. & Penrose, D. (2009) Rapid Instructional Design, SunGard
Summit, Philadelphia, Pennsylvania.
15. References
• Jones & Thackaberry. Preparing for Success with
Innovative Templates and Tools. Tucson, AZ. Quality
Matters 4th Annual Conference, October 2-6, 2012.
• https://pantherfile.uwm.edu/simonec/public/Motivation
%20retention%20articles/Articles/Dietz-
Uhler_DesigningOnlineToPromoteRetention.pdf
• http://www-
personal.umich.edu/~jmargeru/prototyping/#rapid_prot
otyping
• http://www.dashe.com/blog/social-learning/rapid-
instructional-design-for-accelerated-learning/