Course Reflection

Learning Evolved

            This term, I learning has moved from using technology as a convenient tool to using technology for a purpose. Begg, Dewhurst, and Macleod (2005) discussed two types of technological learning – game-based learning and game-informed learning. While game-based learning is using a game to make content more enjoyable, game-informed learning embeds the academic content within the actions of the game (Begg et al., 2005). For example, students in a business course had to use a new complex software system. The institution created a first-person shooter game to teach students the commands of the software through building forts or fixing weapons (Lucas, 2016). Game-informed learning allows students to use their personal experience and critical reflection to move through the game and debrief with peers (Begg et al., 2005). By using gaming with a purpose, students are more likely to integrate the content into their experience.  

Significant Concepts and Implementation

            The first concept that was significant to me was the flipped classroom. By placing instruction in short videos and cultivating problem solving in person, students are able to use what they are learning in real world situations (Lucas, 2016). My current plan is to use a flipped model for my tutor training. We are required to participate in at least 10 hours each year. I hire tutors on a rotating basis so running in person trainings has become more difficult. By placing content online and then implementing a real world experience day for training will allow for the flexibility of hiring.

            The second concept that was significant to me were the MOOC implementation. By using a platform to offer content to a broad audience, more individuals will receive the information needed (Lucas, 2016). I plan to start a MOOC for our parent orientation. During orientation, we give tons of information to parents, most of which they forget. By creating short videos and setting up relevant articles about student transition, more parents will obtain crucial information and have a place to go when they need help that is available all the time.

            The final concept that was significant to me was the information about e-mentoring. Akin and Hilbun (2007) purported that e-mentoring allows mentoring to happen at the convenience of both individuals by giving freedom in place and time. We have multiple mentorship programs on our campus and students can be overwhelmed by the time and place commitment. By making these commitments flexible, more students can engage in the mentoring experience to learn valuable information from a skilled peer.  My current plan is to take the athletic mentoring program and add the e-mentoring component so students can meet in their own locations but still connect with each other.

References

Akin, L. & Hilbun, J. (2007). E-mentoring in three voices. Online Journal of Distance Learning Administration. Retrieved from https://www.westga.edu/~distance/ojdla/spring101/akin101.htm.

Begg, M., Dewhurst, D., & Macleod, H. (2005). Game-informed learning: Applying computer game processes to higher education. Innovate. Retrieved from http://www.learntechlib.org.cupdx.idm.oclc.org/search/?q=Game-Informed+Learning%3A+Applying+Computer+Game+Processes+to+Higher+Education&scope=All

Lucas, H. (2016). Technology and the disruption of higher education: Saving the American university. Seattle, WA: CreateSpace Independent Publishing Platform.

One thought on “Course Reflection

  1. Hi Jennifer,

    I like the way you start off with the thought provoking statement regarding the purpose of technology in learning. Game informed learning is an excellent example of using technology such as certain game software to bring a set of tasks to life or virtual reality. Digital natives need this sort of technology as a virtual learning experience. Digital immigrants should be educating themselves toward learning from the digital native.The best results will be the transformation of digital immigrants to digital natives so that a hybrid traditional classroom or an online course can be presented with touches of reality. This is flipping the classroom environment where students can learn from this reality, take it back and partner with each other. This could also include your e-mentoring idea to more clearly understand what lectures and textbooks have been trying to teach.

    Your orientation MOOC is a great idea. I am inspired by your plan to do this and while I have been planning simulation software in my IT courses, I could include it with a customized MOOC. Are you going to start with an existing base MOOC idea and add to it? I’m sure these MOOCs have permissions with them. It should be interesting to explore.

    MOOCs can function within our hybrid models for collaborative learning and are customizable providing self-learning. At the same time they can support traditional classroom reinforcement (Trentin, 2014).

    Susan

    Reference
    Trentin, G., & Bocconi, S. (2014). The effectiveness of hybrid solutions in higher education: A call for hybrid-teaching instructional design. Educational Technology, 54(5).

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