Design Thinking for Online Learning

Author(s):  
Soner Sözler

With the spread of COVID-19, nearly all education systems in the world pivoted to distance education in order to overcome the crisis. Because it is an unexpected crisis, most institutions had to employ emergency remote teaching systems. This decision brought so many problems to education industry. But now, it is a known fact that the virus is with us at least one more year, and moreover, new epidemics may occur. Therefore, this chapter aims to provide a guideline with a different approach to online learning for practitioners working in education industry. Thanks to this guideline, the practitioners can create well-designed online learning environments, and as a result, they will not need emergency remote teaching applications anymore.

Author(s):  
Lesley S. J. Farmer

This chapter describes the role of digital citizenship, particularly as it relates to school librarianship in online learning environments. It discusses the need for digital citizenship, its curriculum and standards, its place in school librarianship program preparation, distance education issues, learning resources, and implementation for the school community. Emerging issues are also noted.


2020 ◽  
Vol 12 (21) ◽  
pp. 9264
Author(s):  
Hendrys Tobar-Muñoz ◽  
Juan G. Cárcamo ◽  
Henner Solarte ◽  
Christiam Ventes ◽  
Jorge H. Mesa

Innovation is quite important for economies and entrepreneurs around the world, especially for developing countries such as Colombia, where this study was based. Therefore, education for innovation becomes as important, and newer and innovative educational means must be adjusted for developing skills in innovation and entrepreneurship. Innovator’s DNA is a framework of skills that are meant to be developed by innovators. This framework proposes five discovery skills, which are: observing, associating, experimenting, networking, and questioning. This paper studied whether and how videogames can develop innovators’ skills in students of entrepreneurship and innovation in online-learning environments, by directly observing the participation of 23 participants during an interaction with a game specifically tailored for fostering these skills. The videogame used is called CAFET, and it consists of a card-based game where players enact coffee industry entrepreneurs in Colombia. A mixed-methods research was carried out by coding each observable action conducted by the participants and interviewing them about their behaviors. Results showed that participants enact actions that may involve and develop innovator’s DNA skills, specifically observing, associating, and experimenting. This study analyzed how videogames can develop innovation skills and explains the behaviors observed among other insights.


Author(s):  
Victoria M. Cardullo ◽  
Megan Burton

With the increase demand for distance education, institutions of higher education are actively exploring opportunities to weave self, subject and students for web based distance education. The pedagogical skills necessary to create effective active learning opportunities are explored throughout this chapter as well as lessons learned from research. The authors used vignettes to position effective course design and implementation aligned with both Bloom's Taxonomy and the SAMR (Substitution, Augmentation, Modification, Redefinition) model to enhance online learning environments. Learning objectives and course goals provided direction for developing task for social presence, cognitive presence and a collaborative stance in authentic online learning.


Author(s):  
Lesley S. J. Farmer

This chapter describes the role of digital citizenship as it relates to school librarianship in online learning environments. It discusses the need for digital citizenship, its curriculum and standards, its place in school librarianship program preparation, distance education issues, learning resources, and implementation for the school community. Emerging issues are also noted.


Author(s):  
Kari Adams

Many music educators are concerned about building healthy classroom communities as they prepare to transition to online or blended learning environments. Research involving distance education has indicated that several techniques in the design and delivery of online instruction can increase students’ sense of community, commitment to the course, and overall learning experience. The purpose of this research-to-resource article is to provide music educators with research-based strategies for establishing and connecting students to a sense of community in courses delivered partially or entirely online.


Sign in / Sign up

Export Citation Format

Share Document