The materials within this guide are intended to support multidisciplinary teams in or during the pre-production phase of serious game design as they collaborate in a facilitated workshop. It is critical that the workshop facilitators are familiar with the conceptual framework and proposed methodology in order to better support participants as they collaborate in the game design brainstorming and protoyping steps.
MAIN AIMS OF THE MODULE: To achieve an understanding and practical experience of key principles, methods and theories in the area of educational software.
LEARNING OUTCOMES FOR THE MODULE: The module provides opportunities for students to develop and demonstrate knowledge and understanding, qualities, skills and other attributes in the following areas:
1) Obtain understand of major learning principles, theories, and approaches
2. Identify key factors of successful educational software design and deployment.
3) Apply theories, principles, and approached into an appropriate design of educational software system.
4) Establish an appreciation of state-of-art developments in the area of educational software design.
MAIN TOPICS OF STUDY: The main topics of study considered in light of the above learning outcomes are: Educational Principles Design of educational software such as electronic instruction manuals, serious gaming, VR training, drills, and tutor agents and tutorials Educational software for specific learners such as children, elderly, mentally or physically challenged individuals CEvaluation of education software.
This collection of STEM (Science Technology Engineering Mathematics) interactive resources is a practical guide that teachers will find useful in helping students achieve curriculum expectations in STEM related courses, build their understanding of science and their ability to engage in science talk, offer explanations about natural phenomena, and develop digital literacy and a sense of global citizenship. The guide also provides instructional design considerations for developing active learning activities, pedagogical strategies, and sample activities.
An introductory course on teaching and learning science and mathematics in a variety of K-12 settings. Topics include education and media, education reform, the history of education, simulations, games, and the digital divide.
Extensive reading and discussion of case studies on educational technology that focuses on three areas: effective media design, relevant educational issues, and the existing and anticipated methods for distribution and the business concepts behind them. The primary case study is Star Festival, a multimedia curriculum about Japan that encourages users to explore issues of cultural and ethnic identity. Students expected to develop a project that shows an understanding of the types of business models that facilitate educational technology in the classroom. Graduate students are expected to explore the subject in greater depth. Taught in English.
Production of Educational Videos is an introduction to technical communication that is situated in the production of educational videos; the assignments are all focused on the production of videos that teach some aspect of MIT's first-year core curriculum. The objective of these assignments is improvement in both communication ability and communication habits; these improvements are effected by providing participants with instruction, practice, feedback, and the opportunity for reflection. In addition to improvements in communication skills, improvement is expected in students' attitude towards writing, oral presentations, and collaboration; as the semester progresses, students should feel confident of their ability to write, present, and collaborate.
This document provides a series of tips for improving the production quality of videos created for UMGC courses.
Word table that includes a selection of OERs that deal with the topic of curriculum and instructional design, including instructional design technology, hybrid course design, learning and social media, second-language instruction, and more.
Word table that includes a selection of OERs that deal with various facets of education, including online learning and curriculum development.