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Transcript

Seminar: Digital resources

Dr. Sandra Camelo

Social distancing

Online Teaching

in times of

COVID-19

Stay
home



https://www.youtube.com/user/who


What's your experience with online learning
and teaching?

What's your experience?

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and use the code:
24 96 79 8


Let's see the results.

online teaching

Distance Learning


Online Learning


Blended Learning


Digital Competence


Virtual Learning


Face to Face Learning


The Digital Competence Framework 2.0

DigComp 2.0 identifies the key components of digital competence in 5 areas which can be summarised as below:

  • 1) Information and data literacy: To articulate information needs, to locate and retrieve digital data, information and content. To judge the relevance of the source and its content. To store, manage, and organise digital data, information and content.
  • 2) Communication and collaboration: To interact, communicate and collaborate through digital technologies while being aware of cultural and generational diversity. To participate in society through public and private digital services and participatory citizenship. To manage one’s digital identity and reputation.
  • 3) Digital content creation: To create and edit digital content To improve and integrate information and content into an existing body of knowledge while understanding how copyright and licences are to be applied. To know how to give understandable instructions for a computer system.
  • 4) Safety: To protect devices, content, personal data and privacy in digital environments. To protect physical and psychological health, and to be aware of digital technologies for social well-being and social inclusion. To be aware of the environmental impact of digital technologies and their use.
  • 5) Problem solving: To identify needs and problems, and to resolve conceptual problems and problem situations in digital environments. To use digital tools to innovate processes and products. To keep up-to-date with the digital evolution.

VLEs

Virtual Learning Environments

LSM

Learning Software Management

VWE

Virtual Wolds for Education

CSCL

Computer Supported Collaborative Learning

MALL

Mobile Assisted Language Learning

M-Learning


Mobile Learning

CALL

Computer Assisted Language Learning

E- Learning

Elliott Maisie
coined the term in 1999

(Deterding et al., 2011)

Gamification

"using game
design elements in
non-game contexts
to motivate and
increase activity
and retention.”

"using
game thinking
and game mechanics
to solve problems
and engage users.”

Games used for serious

purposes or
“serious games”

“ludification

of
culture”

gamefulness


(the experiential and behavioral quality)


gameful interaction

(artifacts affording that quality),

gameful design


(designing for gamefulness, typically by using game design elements).

Let's explore

https://create.kahoot.it/pages/620e5262-95f7-4ec6-be8c-1805f4a9bb77

Let's explore

Let's explore online tools:

https://quizizz.com/join/game/U2FsdGVkX189kEPyUu%252FHxfwHZVM%252B6JhJZZqkZuLPi6VLXGhiePA7JWMbWaZ2Jq0D?gameType=solo

Let's explore

Let's explore

What's your experience with gamification and interactive

online materials?

GamES FOR TEaching

Go to www.menti.com
and use the code:
73 91 18 9

What's yours?
Let's see the results.

"Teachers need to integrate technology seamlessly into the curriculum instead of
viewing it as an add-on, afterthought, or event.”

Heidi-Hayes Jacobs

with Bloom's Taxonomy


clear purpose

Having a is key.

technology

integrating

Using technological and digital tools to promote

students' interactice, enriching, and engaging
learning experiences


https://guildway.com/wp-content/uploads/2015/02/blooms-taxonomy-mastery-level-learning.png

https://chicmeek.files.wordpress.com/2014/01/blooms-taxonomy-and-windows-8-1-apps.jpg

Which digital tools and technologies have you used for online teaching?

Go to www.menti.com
and use the code:
44 66 64 2


Let's see the results.

Lab simulations

Lab simulations

Labster

Simbio

Adobe

cmLabs

Free lab tools

McMillan

iste

Linden lab & Second Life

Create online

materials

Incoporate interactive engaging tools such as:

Kahoot,

Quizizz,

Animaker,

Mentimeter,

Loom,

Genial.ly ,

and Prezzi



  • Live or pre-recorded lecture content
  • Videos
  • Quizzes
  • Polls
  • Simulations
  • Games
  • Interative activitities

Let's explore

Lets explore online tools:

https://view.genial.ly/5e70ee53158a4d0f5ab90097/interactive-image-the-school

Let's explore

Let's explore

Let's explore

Let's explore

Let's explore

Let's explore

Let's explore

Consider also incorporating social media

Let's explore

Let's explore

Let's explore

Let's explore

Let's explore

Let's explore

Are you ready?

Do not be afraid to try new media and digital contents in your online materials

Let's discuss in the Forum

How would you use the tools presented in the Webinar for online teaching?


Which other tools would you like to incorporate?

Let's discuss in the Forum

Group Practical Exercise

Use Existing Resources

Create Your Own Resources

Find and adapt material

Be creative and create your own ressources according to your students' needs

Evaluate cons and pros depending on your needs and those of your students

Continous

Engaging

Interactive

Enriching

3. Test your design online

Before you share your new contents with the students, make sure the material works properly.

Also verify it is clear and easy to follow.


1. Prepare.
Organize your time
and working space,
make sure you have
the software and
hardware you need

2. Plan and design.
Define the structure of your course, define its objectives and plan ahead its units and activities

Make sure to enable different communication channels

Provide feedback to your students as a collective and individually

Post public messages for all the students who are taking the same course

Create a frequent questions and answers forum

Define the way students can directly communicative with you

Enable and facilitate spaces for students to communicate among them

Make sure students can access from different devices


Prepare contingency plans for those who may have
technical or connectivity difficultites

Consider size, fonts, extension and other formatting variables

Let's explore





Additional Research
and Related References


Archey, R. (2012) Reflections on personal learning environments: theory and practice. International Conference in New Horizons in Education. In: Procedia. Social and Behavioral Sciences. 55, 419-428


European Comission (2019) The Digital Competence Framework 2.0. Retrieved from: https://ec.europa.eu/jrc/en/digcomp/digital-competence-framework

Fosnot, C. T., & Perry, R. S. (1996). Constructivism: A Psychological Theory of
Learning. In C. T. Fosnot (Ed.), Constructivism: Theory, Perspectives, and
Practice (pp. 8-33, 2nd ed.). New York: Teachers College Press.


Siemens, G. (2005) Learning as Network Creation. E-Learning Space.org. Retrieved from: http://www.elearningspace.org/Articles/networks.htm


Resources shared in Google Drive:

https://drive.google.com/drive/folders/19a-JEF2R_wu8yy2XB6TT_dHEjx46Yst3?usp=sharing

Commmunity Virtual Library in Library Land in Second Life

http://maps.secondlife.com/secondlife/Cookie/204/224/22












Other Multimedia Resources

q&A

Go to www.menti.com
and use the code:
78 61 00 7