| CODE | EDU5643 | ||||||
| TITLE | Learning through Instruction 2: Innovative Instructional Scenarios | ||||||
| UM LEVEL | 05 - Postgraduate Modular Diploma or Degree Course | ||||||
| MQF LEVEL | Not Applicable | ||||||
| ECTS CREDITS | 5 | ||||||
| DEPARTMENT | Faculty of Education | ||||||
| DESCRIPTION | The widespread adoption of powerful handheld ICT devices, together with the proliferation of Internet use across all portions of society has led to the investigation into the potential such tools can hold for Education and learning. This study unit targets the use of mobile and handheld devices for education practice, by analyzing a number of projects and case scenarios in schools adopting this innovative practice for teaching/learning. It also targets the use of technologies which users are exposed to within daily lives. Such technologies include Massively multiplayer online role-playing game (MMORPG) used for role playing, simulations and enhanced problem solving skills, and social networking applications. An important concept which this study unit aims to promote is that of cloud computing, or rather the sharing of resources which are found online and which are provided to computers and other devices on demand. To this extent the course will make use of applications which are scalable, accessible and durable across time. Examples of such applications or on-line environments that provide innovative ways for managing technology-enhanced learning and teaching include: i. Google environment focusing on google-docs, google forms and google groups. ii. MS Live Workplace iii. Integrated course management systems with Engrade (www.engrade.com) as a practical example. iv. iCloud (www.icloud.com) with which one can create a web-based operating system complete with software which can be accessed from any pc with Internet access. v. Face5 (face5.org) social network for teachers. vi. Mobile learning experiences based on Podcasting. Study-unit Aims This study unit aims to empower students with skills and knowledge which deal with immersive and 'cloud-based' learning environments within the classroom practice framework. It will bring together concepts derived from "Learning through Instruction I" to explore a more in-depth approach towards innovative learning practices. Participants will experience available free applications "in the cloud", which are very easy to use and beneficial as teaching/learning tools. Learning Outcomes 1. Knowledge & Understanding: By the end of the study-unit the student will be able to: i) Demonstrate understanding of the concept of sharing through 'Cloud Computing’ ii) Compare and contrast different innovative learning strategies which might employ different technologies iii) Carry out an evaluation of a number of projects related to the use of flexible learning through handheld devices and identify best practice guidelines for their use within the local context iv) Distinguish between MMORPGs and Open Virtual Worlds v) Identify different MMORPG environments and their educational potential for different learner styles. vi) Understand the concepts behind "Integrated course management systems" in preparation to the event of the National eLearning platform. vii) Appreciate the present trends in cloud computing and the pedagogical potential of Web 2.0 tools 2. Skills: By the end of the study-unit the student will be able to: i) Experiment with different immersive technologies, to create a unique learning environment given a specific scenario ii) Make use of the different available technologies and tools to build a case scenario around classroom practice in context iii) Demonstrate different approaches to learning using flexible technologies choosing different paths to learning as developed throughout the unit, by proposing alternative solutions. iv) Access, customise, use and evaluate on-line learning spaces including Google environment, MS. Live, Engrade. Main Text/s and any supplementary readings Educational Research Volume 52 Issue 2, 2010. http://www.informaworld.com/smpp/title~db=all~content=g922240462) - Petrovic, O & A. Brand. 2009. Serious Games on the Move. Springer. - Rosen, L. 2010. Rewired: Understanding the iGeneration and the Way They Learn. Palgrave Macmillan. - Peachey, A., J. Gillen, D. Livingstone, & S. Smith-Robbins. 2010. Researching Learning in Virtual Worlds. Springer 1st edition. - Sheehy, Ferguson & Clough (Eds 2010) Virtual Worlds: Controversies at the frontier of education. New York: Nova. |
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| ADDITIONAL NOTES | Pre-requisite qualifications: Professional Teaching Qualification | ||||||
| STUDY-UNIT TYPE | Lecture and Project | ||||||
| METHOD OF ASSESSMENT |
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| LECTURER/S | Vanessa Camilleri (Co-ord.) Joseph Micallef |
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The University makes every effort to ensure that the published Courses Plans, Programmes of Study and Study-Unit information are complete and up-to-date at the time of publication. The University reserves the right to make changes in case errors are detected after publication.
The availability of optional units may be subject to timetabling constraints. Units not attracting a sufficient number of registrations may be withdrawn without notice. It should be noted that all the information in the description above applies to study-units available during the academic year 2025/6. It may be subject to change in subsequent years. |
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