"Published March 21, 2013
Kelly A. Lack
As online courses continue to gain in popularity at colleges and universities throughout the country, knowledge about the effectiveness of this mode of instruction, relative to that of traditional, face-to-face courses, becomes increasingly important. A 2009 report by the U.S. Department of Education provides a meta-analysis of studies published up to 2008, examining the relative effectiveness of the different delivery formats in helping various populations of students learn different types of course content. This Ithaka S+R literature review complements that effort. It examines several studies that are not included in the DOE report, focusing on research that compares online or hybrid learning to face-to-face instruction in the context of semester-length, undergraduate-level, credit-bearing courses.
The review yields little evidence to support broad claims that online or hybrid learning is significantly more effective or significantly less effective than courses taught in a face-to-face format, while also highlighting the need for further studies on this topic. The value of research of this kind will only grow as even more sophisticated, interactive online systems continue to be developed, and as the current budgetary constraints and enrollment pressures on postsecondary institutions strengthen the case for improving productivity."
"Speakers:
Malcolm Brown, Director, EDUCAUSE Learning Initiative
Andy Calkins, Deputy Director, Next Generation Learning Challenges
George Siemens, Associate Director, Technology Enhanced Knowledge Research Institute, Athabasca University
Date:
November 20, 2012
Time:
1:00-2:00 p.m. ET (UTC-5); convert to your time zone
Topic:
This free hour-long webinar, "The Current and Future State of Higher Education," will outline an open online course, conducted in fall 2012, that evaluated the change pressures that face universities and the opportunities that can help universities prepare for the future state of higher education."
Gamification
Kevin Werbach
University of Pennsylvania (on Coursera)
Gamification is the application of game elements and digital game design techniques to non-game problems, such as business and social impact challenges. This course will teach you the mechanisms of gamification, why it has such tremendous potential, and how to use it effectively."
EDUC439/639 Social Networking
Mathieu Plourde
University of Delaware
This class will focus first on personal information management practices, and will then expand to include connecting with the right people online, collaborating with them, and using social media and web 2.0 services in educational settings. Even if you don't currently teach, you'll be able to use the skills developed during the course to become a lifelong learner, and you'll be in a better position to convince colleagues and stakeholders of the value of social media and web 2.0 for teaching and learning in your unit.
"With a process in place to ensure you meet specific student needs, you can begin to proactively identify accessibility pain points and come up with a plan for addressing them"