The primary audience for this book is college faculty and graduate
students interested in quality teaching in blended learning
environments. The secondary audience is education technology
professionals, instructional designers, teaching and learning developers,
and instructional aides - all those involved in the design
and development of the media and materials for blended learning.
"We can do better by our students. The number one thing would be to inculcate the idea of the university *as* a workplace, and all of us as professionals in it. And of course, many professors (me!) need a lot more training in the mechanics of the workplace than we ever get. The next, and much easier thing, would be to offer opportunities to acquire basic workplace technical skills: using software, running meetings, emailing like a grownup, navigating the org chart."
""We find that students doing more activities learn more than students watching more videos or reading more pages. We estimate the learning benefit from extra doing (1 SD increase) to be more than six times that of extra watching or reading." "
continuing development of new knowledge, making it difficult to compress all that learners need to know within the limited time span of a post-secondary course or program.
ncreased emphasis on skills or applying knowledge to meet the demands of 21st century society, skills such as critical thinking, independent learning, knowing how to use relevant information technology, software, and data within a field of discipline, and entrepreneurialism.
developing students with the skills to manage their own learning throughout life
Today’s students have grown up in a world where technology is a natural part of their environment. Their expectation is that technology will be used where appropriate to help them learn, develop essential information and technology literacy skills, and master the technology fluency necessary in their specific subject domain.
Recent developments in digital technologies, especially web 2.0 tools such as blogs, wikis and social media, and mobile devices such as smartphones and tablets, have given the end user, the learner, much more control over access to and the creation and sharing of knowledge.
Via Stephen Downes's recent post; a nice accessible summary discussion for non-techies about how technology is changing teaching. Good teaching resource, I think.
At the end of each day, I sit and I think about everything that I had learned from morning till night and I transform it into a "Daily Doodle." By combining studying and drawing, each doodle acts as a learning tool and a creative exercise.
Please note that I am still in the learning process and that my doodles may not be accurate. If you find any errors, please send me an email so that I can learn from my mistakes! (michiko.maruyama@gmail.com)
"Guidelines for designing teaching and learning for a digital age
The book examines the underlying principles that guide effective teaching in an age when everyone,and in particular the students we are teaching, are using technology. A framework for making decisions about your teaching is provided, while understanding that every subject is different, and every instructor has something unique and special to bring to their teaching."
My original plan was to raise him thinking he was living in a computer simulation, but sadly, my wife vetoed it. And any other potentially harmful, but funny, life-altering scenarios.
What happens when a 21st-century kid plays through video game history in chronological order?