38 Matching Annotations
  1. Jun 2019
    1. Every school with master’s degrees is at some stage of process in moving these programs online. Save for a very small number of elite programs, the model of full-time residential master’s is in decline. The question appears to be not if master's programs will move online, but how they will do so.

      Implications for libraries...

  2. Apr 2019
    1. The ITL department at The Ohio State University at Mansfield has six primary themes: (a) developmentally appropriate practice, (b) integrated curriculum, (c) literature-based instruction, (d) classroom-based inquiry, (e) diversity and equity issues, and (f) technology integration. The goal for technology integration, like the other themes in the program, is to integrate the theme into each course of the program, when appropriate. For example, instructors find ways to integrate children’s literature into each of the methods courses, whether it is a mathematics, science, or social studies methods course. The goal is to integrate the common themes of the program throughout the methods courses and the other graduate courses leading up to student teaching.
  3. Mar 2019
    1. The world’s largest selection of courses

      Udemy is an online platform where experts in various fields can create paid courses. You can learn languages, web design, photography, musical instruments all in your own time. The platform also allows for extensive ranking and reviews to be put on instructors and courses to keep the quality high. Instruction is inexpensive and self-paced. it is larger aimed at teenagers and adult learners and focuses on skills. Rating 10/10

    1. Designing Technology for Adult Learners: Applying Adult Learning Theory

      Discusses how adult learning theory can be applied for digital learning for adults. It suggests making sure interactions are built on real world and relevant situations, that learners and go at their own pace, they are allowed to reflect on their learning, and interact with each other and different points of view. Rating 10/10

    1. The eZoomBook Tool: A Blended and Eclectic Approach to Digital Pedagogy

      Discusses the use of the eZoomBook Tool which has the ability to allow learners to navigate back through subject matter they need to refresh on as they learn new material. It allows peer to peer teaching and working which is it's most successful feature for adult learners. the eZB template is open-format and can be adapted to a variety of learning situations. Results from their initial experiments show high use of intrinsic motivation for adult learners once they got a handle on the platform.

    1. Beyond the Click: Rethinking Assessment of an Adult Professional Development MOOC

      Examines the design and implementation of a MOOC about flipped teaching. It used digital surveys and the LMS system to gauge participant experiences and expectations. A unique aspect of this MOOC is that it asked participants to set what level of activity they expected to have in the program: active, passive, drop-in, observer. And it found that 60% of people engaged directly at that level. This is useful for designing online education experience and connecting participants with each other and in the classroom based upon their learning goals.

    1. Can an Evidence-Based Blended Learning Model Serve Healthcare Patients and Adult Education Students?

      Discusses the use of blended-learning incorporating technology especially for adult education programs that reduce education gaps and help the under-employed with career readiness. This also focuses in on adults with chronic disease and how online education might better support their needs. It uses constructivist leanings placing education in the context of activity and environment and recreating the correct environments online.

    1. The Career Curriculum Continuum

      Discusses the place of universities in lifelong learning, especially with the advancement of technology in education in the workforce. The career curriculum continuum, includes free and self-paced options such as MOOCs, educational video on Youtube, and Wikis, but also suggests more structured learning placed in context. Universities can offer this as short courses that are cheaper and offer more options for pathways to a full degree program. It also suggests professional certificates for expanding the skills of those already working. Digital institutions will be the most widely used methods for consuming knew knowledge and advancing skills. Rating 10/10

    1. Using Web 2.0 to teach Web 2.0: A case study in aligningteaching, learning and assessment with professionalpractice

      Research article. Discussed the use of web 2.0 including blogs, wikis, and social media as a method of information sharing that is impacting education through teaching and learning management. The work suggests that learning outcomes, activities, and assessment have to be in alignment to create effective learning experiences and uses a case study within an information management program in which students use various web 2.0 tools and document their use .

    1. The use of digital technologies across the adult life span in distance education.

      Research article. This article explores how older and younger student approach studying through the use of technology and reveals that those in older age groups were more likely to use technology in deep in focused ways to study once they got the hang of it and younger groups were more likely to remain on the surface level of a variety of technologies.

    1. Effect of a metacognitive scaffolding on self-efficacy, metacognition, and achievement in e-learning environments

      Research paper. This work highlights how scaffolding, meaning students work through their learning in stages with support from digital technology, making adjustments to their learning environment as needed as they progress through material. Self-evaluations are a critical component of this to help reflect on the content learned. Scaffolding helps students determine not only what to do but how to do it until they are ready to learn more fully on their own. Rating 6/10

    1. Report: Why Tech for Adult Learning So Often Misses the Mark

      Popular article. This article overviews the U.S. Department of Education LINCS system report which shows that there is a disconnect between those that design adult learning technology and the stakeholders (learners and employers) that plan to use it. Often technology is retrofitted, as it was originally intended for K-12 and won't work in the ways adult learners and educators need for them. One of the main ways to circumvent this is to design technology for a specific problem that needs to be solved, instead of starting with the solution. Rating 4/10

    1. Application  of  Virtual  and  Augmented  Reality  tothe  Field  of  Adult  Education

      Research Article from the Adult Education Research Conference. This article examines the history of VR as a tool to train military personnel, and medical professionals and how future directions of VR could be used for other adult education situations especially due to their low risk learning environment. The authors examine how VR could also be used in gaming, arts, entertainment, marketing and business fields. This is important because VR environments also allow students to exploring changing technology and practice self-learning. Rating 6/10

    1. Report: It's Time for Ed Tech to Tackle the Adult Learner

      This article recommends the way in which education technology should adapt to be aimed at adult learners. Specifically that education should all students to assess themselves as they go and fill in any missing gaps in knowledge. It should also be relevant to their life needs, and connect their own experiences back into the learning environment. I feel most of this is known in adult learning theory in general, however this article is really aimed at those outside the industry and is a very helpful summary in this way. Rating 7/10

    1. Top 10 Tools For The Digital Classroom

      Article overviews tools in technology that are useful for bringing learners together in the classroom, especially in ways that enhance their interaction with digital media and each other. Although many of them seem to be aimed at younger learners I feel like some of the tools, like Quizlet, and Prezi are especially useful for adult learners. Rating 10/10

    1. An investigation into the attraction and completion rates of MOOCs Sergey Kruchinin

      Research Paper. Discusses the use of MOOCs and their completion rates as tools for education. MOOCs are often touted as the best way to get education to the popular masses. The study shows that MOOCs coming from universities with major names on just a few platforms like Coursera tend to be the most successful in terms of completion rate. Courses that have auto grading features are more attractive to students, probably because they get feedback immediately. Rating 4/10

    1. This website is a free website that allows for users to access summaries of learning theories, educational guides and much more!

  4. Nov 2018
    1. Facilitating Adult Learning Through Computer-Mediated Distance Education

      This is an interesting article to discover the history of adult learning technology in a hybrid setting. The study included both face-to-face and online meetings/assignments.

    1. Instructional Design Strategies for Intensive Online Courses: An Objectivist-Constructivist Blended Approach

      This was an excellent article Chen (2007) in defining and laying out how a blended learning approach of objectivist and constructivist instructional strategies work well in online instruction and the use of an actual online course as a study example.

      RATING: 4/5 (rating based upon a score system 1 to 5, 1= lowest 5=highest in terms of content, veracity, easiness of use etc.)

    1. Online Options Give Adults Access, but Outcomes Lag

      In this article, drivers that increase and improve online learning success in adults are explored. State by state data along with federal stats contribute to the conclusions presented.

      Roughly 13% of all undergraduates are full-time online students and between 2012 and 2017 online students grew y 11 percent, about 2.25 million. The article presents a map showing state by state stats and the information provided can assist in growing individual school needs.

      RATING: 4/5 (rating based upon a score system 1 to 5, 1= lowest 5=highest in terms of content, veracity, easiness of use etc.)

    1. Learning Needs Analysis of Collaborative E-Classes in Semi-Formal Settings: The REVIT Example.

      This article explores the importance of analysis of instructional design which seems to be often downplayed particularly in distance learning. ADDIE, REVIT have been considered when evaluating whether the training was meaningful or not and from that a central report was extracted and may prove useful in the development of similar e-learning situations for adult learning.

      RATING: 4/5 (rating based upon a score system 1 to 5, 1= lowest 5=highest in terms of content, veracity, easiness of use etc.)

  5. Mar 2018
    1. Nearly 70 percent of those who require professors to work with designers or in teams report "lots of" student-faculty interaction in their online courses, compared to about 40 percent of those whose campuses either don't provide design support or make it optional.

      Yay for IDs! ;)

  6. www.edx.org www.edx.org
    1. Mooc website I currently use myself. The selection of courses is triple those of other website offering free courses.

  7. Feb 2018
  8. Aug 2017
  9. Jun 2017
  10. Apr 2017
    1. For about $3,000 each, telepresence robots -- which look like iPads mounted on small Segway self-balancing, battery-powered machines -- are making distance learning easier, clearer and more realistic for online students at hundreds of colleges and universities.

      I think this is cool!

  11. Feb 2017
  12. Dec 2016
    1. Ninety-five percent of 12- to 17-year-olds already go online on a regular basis. They use social networks, and create and contribute to websites. Our work is focused on taking full advantage of the kinds of tools and technologies that have transformed every other aspect of life to power up and accelerate students’ learning. We need to do things differently, not just better.

      Hypothes.is nicely bridges the worlds of social media and formal education.

  13. Sep 2016
    1. Coursera announces Coursera for Business, shifting toward corporate learning. Udacity has already followed the same path.

      Coursera mission statement from early 2012: "We are committed to making the best education in the world freely available to any person who seeks it." 2016: "Meh."

  14. Dec 2015
  15. Aug 2015
    1. Flexibility

      Some connection with SAMR, unbundling, “open learning”… With diverse learners whose constraints may affect institutions, there’s a fair bit of talk about new(ish) tech-infused approaches to distance education. As with many other things, not much of it is new. But there might be some enabling phenomena. Not sure how gamification fits, here. Sure, open play could allow for a lot of flexibility. But gamification is pretty much the reverse: game mechanics without the open-ended playfulness.