What is LDT? The Learning, Design & Technology Program prepares professionals to design and evaluate educationally informed and empirically grounded learning environments, products, and programs that effectively employ emergent technologies in a variety of settings. Program Overview
More colleges and universities are exploring how to better use the trove of data they're collecting on their students to improve teaching and learning.
Gameful learning is a pedagogical approach that takes inspiration from how good games function, and applies that to the design of learning environments. Game...
I chose this video because it highlights how technology can be used to differentiate instruction and of course assessment. I think this is one of the biggest areas where technology can be a game changer in terms of presenting material in different manners and allowing students to show their knowledge and application in different ways. The comments about day to day feedback and self assessment was a theme I found in several of the clips and articles.
In this paper I identify some current elaborations on the theme of participation and digital literacy in order to open further debate on the relationship between interaction, collaboration and learning in online environments. Motivated by an interest in using new technologies in the context of formal learning (Merchant, 2009), I draw on in-school and out-of-school work in Web 2.0 spaces. This work is inflected by the new literacies approach (Lankshear & Knobel, 2006a). Here I provide an overview of the ways in which learning through participation is characterised by those adopting this and other related perspectives. I include a critical examination of the idea of “participatory” culture as articulated in the field of media studies, focusing particularly on the influential work of Jenkins (2006a; 2006b). In order to draw these threads together around conceptualizations of learning, I summarise ways in which participation is described in the literature on socially-situated cognition. This is used to generate some tentative suggestions about how learning and literacy in Web 2.0 spaces might be envisioned and how ideas about participation might inform curriculum planning and design.
Looking at how teaching and learning needs to become more advance in terms of technology. We need to be addressing and creating our lessons using the technology that is readily available to us and that our students are using on a regular basis.