A Case Study of a Blended Doctoral Program in Educational Technology

Author(s):  
Michele Jacobsen

Educational technology is a hands-on, minds-on discipline that emphasizes knowing and doing. In this field, doctoral education needs to reflect digital and communication realities in the twenty-first century. In this case study, a blended learning approach to graduate education in educational technology is explored from the perspective of the author’s own classroom. The course design and blended delivery of an Advanced Concepts in Educational Technology seminar is described in detail. Active learning opportunities, using wikis, blogs, avatars and virtual worlds, learning managements systems, email, and face-to-face learning experiences engaged doctoral students in the collaborative investigation and critique of educational technology trends and research ideas. Doctoral students investigated their emerging digital lives as scholars and developed a personal cyberinfrastructure that they can continue to build, modify, and extend throughout their educational technology careers.

2021 ◽  
pp. 45-49
Author(s):  
A. V. Filipov

The article reveals the concept of "virtual world", gives a classification of virtual worlds, describes the use of these worlds in human life. The article considers the importance of using virtual worlds in modern education, the possibility of using gamification with the use of didactic computer games in teaching basic school students, methods of teaching basic school students programming using virtual worlds and robotic constructors. The requirements for interactive learning virtual worlds are described. The use for teaching algorithms of such environments as Minecraft: Education Edition; RobotC programming environment used for programming VEX robotic constructors; LEGO Digital Designer is considered. In face-to-face learning, virtual worlds complement traditional teaching technologies and improve the perception of theoretical material. In distance learning, virtual worlds can replace an entire laboratory and provide learners with a hands-on experience without actually doing an experiment. In addition, students can study on their own, which also facilitates the learning process.


2021 ◽  
Vol 7 (5) ◽  
pp. 3559-3575
Author(s):  
Zhao Jia ◽  
Dandan Tang ◽  
Borhannudin Bin Abdullah ◽  
Roxana Dev Omar Dev ◽  
Shamsulariffin bin Samsudin

Compare face to face learning, the implication of online courses has been discussed for several years in higher education. However, in 2020 the rise of the global COVID-19 pandemic has created obvious shifts in university students’ life. In order to ensure the “suspension of classes”, university students took part more in online classes compare to physical education (PE) classes in China. It is significant to explore students’ views on PE online learning that is benefit for teachers to provide students with high quality of online PE courses, which will be better to guide students to take PE lessons and also improve students’ health. This study investigated the issues of students’ perceptions toward online physical education courses in Tianjin University of Technology in China based on a case study. The findings of this study indicate that some students don’t like taking online PE courses due to there were some disadvantages of online PE lesson. Some students enjoy taking online PE courses because of the interesting sports videos. This study also explored teachers’ view on how to motivate college students to engage in physical education classes and recommends specific strategies for teachers to motivate college students to take online PE courses.


2011 ◽  
pp. 125-132 ◽  
Author(s):  
John Moran ◽  
Lee Weimer

This chapter presents a case study of the creation and evolution of a fee-based, multi-company Community of Practice (CoP) for Chief Information Officers (CIOs) in the San Francisco Bay Area over a six-year period. It describes the principles, processes and practices required to form and maintain a trust-based, face-to-face learning organization where members share accumulated knowledge. Additionally, it states some of the individual, collective and Information Technology industry benefits and results that have accrued from member participation in the CIO Community of Practice. The authors hope that the description of this CoP will foster the same sense of excitement for would-be practitioners that they feel.


2022 ◽  
pp. 107-125
Author(s):  
Gaia Lombardi

This chapter presents some creative pedagogical strategies used during the distance or remote learning period due to the COVID-19 pandemic from March to May 2020. The chapter explores the use of coding in a transdisciplinary way. Strategies for online tools and their specific use both in remote and in face-to-face learning are presented. The role of hands-on learning as a process of learning-by-doing and how to involve pupils using the methods of a flipped classroom are also presented. The chapter concludes with the importance of games to keep the class group united and cohesive in order to develop a healthy sense of competitiveness and collaboration among the pupils.


2022 ◽  
pp. 838-863
Author(s):  
Kristin Carlson ◽  
Rick Valentin

Teaching an introductory web design course is already a blended environment. Students meet face-to-face, yet have access to a myriad of online resources, YouTube videos, blogs, and forums to support their learning. However, the challenges of learning to understand code can inhibit students and diminish their motivation to look for resources. The authors have attempted to address this issue by focusing on the use and design of games for learning to code, as well as providing video lecture material in combination with the traditional face-to-face learning environment. By using games and gamification in the course design, the authors have found that students are able not only to bridge their knowledge between modalities more smoothly, but that they understand that there are multiple ways to solve a problem and feel empowered to search for solutions in innovative ways.


2020 ◽  
Vol 12 (18) ◽  
pp. 7451
Author(s):  
Enrique Barra ◽  
Sonsoles López-Pernas ◽  
Álvaro Alonso ◽  
Juan Fernando Sánchez-Rada ◽  
Aldo Gordillo ◽  
...  

The COVID-19 pandemic imposed in many countries, in the short term, the interruption of face-to-face teaching activities and, in the medium term, the existence of a ‘new normal’, in which teaching methods should be able to switch from face-to-face to remote overnight. However, this flexibility can pose a great difficulty, especially in the assessment of practical courses with a high student–teacher ratio, in which the assessment tools or methods used in face-to-face learning are not ready to be adopted within a fully online environment. This article presents a case study describing the transformation of the assessment method of a programming course in higher education to a fully online format during the COVID-19 pandemic, by means of an automated student-centered assessment tool. To evaluate the new assessment method, we studied students’ interactions with the tool, as well as students’ perceptions, which were measured with two different surveys: one for the programming assignments and one for the final exam. The results show that the students’ perceptions of the assessment tool were highly positive: if using the tool had been optional, the majority of them would have chosen to use it without a doubt, and they would like other courses to involve a tool like the one presented in this article. A discussion about the use of this tool in subsequent years in the same and related courses is also presented, analyzing the sustainability of this new assessment method.


Author(s):  
Vincent Salyers ◽  
Lorraine Carter ◽  
Alanna Carter ◽  
Sue Myers ◽  
Penelope Barrett

<p>While e-learning is now characterized by a past and trends within that past, there continues to be uncertainty about how e-learning is defined and conceptualized, whether or not we like e-learning, and whether or not it is as meaningful to us as face to face learning. The purpose of this study was to document the e-learning perceptions of students at three Canadian post-secondary institutions. Key components of e-learning courses including ease of navigation, course design, resource availability, and adequacy of e-learning supports and their impact on the student learning experience were also evaluated. Based on a survey of students (n= 1,377) as well as their participation in focus groups, the following are presented as important findings: the majority of students studying in e-learning courses at the three institutions represented in the study were women; ease of navigation, course design, and previous experience with e-learning consistently demonstrated a statistically significant predictive capacity for positive e-learning experiences; and students expressed less preference for e-learning instructional strategies than their faculty. Study findings hold implications for e-learning faculty, instructional designers, and administrators at institutions of higher education in Canada and elsewhere where e-learning is part of the institutional mandate. Additionally, further research into student perceptions of and experiences with e-learning is recommended.</p>


Author(s):  
Jay R Wilson

Educational Technology and Design 879 is a graduate course that introduces students to the basics of video design and production. In an attempt to improve the learning experience for students a redesign of the course was implemented for the summer of 2011 that incorporated an authentic design studio model. The design studio approach is based on the idea of working and learning in a shared space. Offering a course that employs a studio design model provides the opportunity for exchanging ideas, sharing artifacts, and developing community more deeply and more quickly. What makes this course offering different is the combination of authentic tasks incorporating both online and face-to-face design studio environments. This paper will describe how a studio design approach combined with an authentic learning design was implemented and what was learned. Educational Technology and Design 879 est un cours d'études supérieures initiant les étudiants aux rudiments de la conception et de la production vidéo. Pour améliorer l’expérience d'apprentissage, une refonte du cours a été entreprise à l'été 2011 en intégrant un authentique modèle de studio de design. L'approche « studio de design » repose sur l'idée d’un travail et d'un apprentissage réalisés dans un espace partagé. Un cours utilisant un modèle de studio de design offre la possibilité d'échanger des idées, de partager des artefacts et de développer une communauté plus en profondeur et plus rapidement. Ce qui rend ce cours unique est la combinaison de tâches authentiques qui incorporent des environnements de studio de design à la fois en ligne et en face à face. Cet article décrit comment une approche « studio de design » combinée à une conception d'apprentissage authentique a été mise en œuvre et ce qu’on en a appris.


2020 ◽  
Vol 10 (1) ◽  
pp. 38-46
Author(s):  
Ommi Alfina ◽  

This research aims to (1) find out the results of the implementation of Learning Management System (LMS)-Google Classroom in the online learning process for Informatics Engineering students, Universitas Potensi Utama during the COVID-19 pandemic; (2) learn about students' responses to online learning using LMS-Google Classroom. This research is based on the transformation of the course process from face-to-face learning to remote learning (PJJ) by relying on technology as a substitute for learning media, known as distance learning and online learning. This research was conducted using case study methods. This research was conducted on informatics engineering students in multimedia courses. Sampling techniques using purposive sampling methods. The results showed that the application of LMS-Google Classroom to online learning for Informatics Engineering students during the COVID-19 pandemic had a positive effect, especially in terms of absorption related to understanding lecture materials. Based on the results of student questionnaire calculations, it was obtained that as many as 23% of students find it difficult to attend lectures using LMS-Google Classroom which is reviewed in terms of technological efficiency and material understanding level. Meanwhile, 77% of students are happy and enthusiastic about gaining a new learning experience after using LMS-Google Classroom to participate in multimedia lectures. It can be concluded that the implementation of LMS-Google Classroom in online learning during the COVID-19 pandemic is one of the solutions that can be used so that the lecture process can continue. However, it is necessary to provide assistance and control over student activities to keep students motivated in following the lecture process in the context of online learning.


Author(s):  
Scott Flemming

In recent years the CEAB has ben communicating to Engineering Faculties in Canada that “Engineering Design” is a key attribute that graduates should have when they finish their undergraduate degree. It hasalso been suggested that producing engineers with significant design skills is important for the Canadian economy as a whole and, in Dalhousie University’s context, Nova Scotia. Unfortunately “Design” is adifficult skill to teach or transfer; a recent article in Maclean’s suggests many engineering graduates around the country are leaving the university with an uneasy feeling that all they have been taught to dois “plug and chug.” How do we respond to this need? This paper offers a case study of how a third-year Industrial Engineering course shifted from a mainly book-and-formula based course to an offering which incorporated significant open-ended design content (25%) intended to both satisfy CEAB requirements and address the need for students to exercise their creative, hands-on problem-solving skills. Student project outcomes as well as anecdotal and SRI data suggest the shift to a design-focussedcourse was a success.


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