"The Formation by Design Project is a learner-centered and evidence-centered approach to reinventing our institutions around whole person development and doing so in ways that are thoroughly responsive to the emerging learning ecosystem that characterizes this moment in history-the increasingly data-rich environment that, while enabling personalization and customization of learning, at the same time risks de-centering and dis-empowering learners. The Project engages internal and external stakeholders in a process of defining, designing, and measuring formation of the individual within the context of higher education."
h/t Shelly Fowler
"Design thinking is an approach to innovation that combines human desirability, business viability, and technical feasibility to develop solutions to society's everyday problems. By putting people at the center, designing thinking and the human-centered design process ask innovators and leaders to tackle problems from multiple perspectives, especially those of people whose needs and desires are at the core of any problem. "
Nice acknowledgement of the hurdles with teaching 'student centered, project-based investigations'. 'Rowdy' classrooms and undefined teaching rubrics are just a few.
This is an abstract summary of conference presentations from the 2014 conference. Of particular interest is the Ph.D and DNP Operational Collaborative Model (P-DOC) to improve family centered care.
Contributed by Robert Kubacki (SLPA), Alyson Lyon (SLPA), Donald McAndrews (SLPA), Joyce Valent (SLPA), and Sarah Wallace (Speech-Language Pathology) A group of Duquesne faculty participating in a CTE online book study developed these tips to give to students to help them succeed in online learning.
"While technology is still at the core of the model, the kernel in the center of that core is games and "game-like" learning. In the process of finding its feet, Quest ditched the "school for digital kids" tagline and replaced it with "Challenging students to invent their future."
A "challenge," in fact, is a key component of any game, one of many game terms that all Quest students master. Game-related activity - such as creating an overarching narrative for a unit of study, inventing a board or other "analog" game or performing a dramatic role-play exercise - is the container for all curricular content, from algebra and sex education to memoir writing and conflict resolution. "
Describes emergence of 'academic innovation centers' that integrate faculty development, instructional design, (and tech) for innovation and change in teaching and learning aimed at improving student success.
"We already know what the college of the future will look like, because the non-traditional students are creating it now. It's a hybrid of online and in-person classes, centered on the student and not the institution, with credits accruing from multiple schools, and adding up to a degree in alternating periods of attendance and absence."
"Despite broadly similar views about the overall place of science in America, there are striking differences between the views of the public and those of the scientific community connected to the American Association for the Advancement of Science (AAAS) on a host of science-related issues, from whether genetically modified foods are safe to eat to whether the world's growing population will be a major problem. See how their views differ by clicking on the topics below.
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