Participation in a collaborative
learning community can be assessed using traditional ways of measuring learning
goals and by using a wide range of web-based learner analytics. This method of assessing collaborative
efforts aligns with George Siemens strategies for assessing collaborative
learning communities and for creating and maintaining successful online
learning communities (Siemens, 2008).
We can improve distance education by creating a collaborative
environment with a sense of community.
Expecting participation and assessing collaborative efforts helps
students to build rewarding learning experiences. Instructional design strategies can increase engagement and
reduce the feeling of isolation within distance education.
Instructors can meet the needs of
all students by applying “fair and equitable assessment” to varying levels of
skill and knowledge. Working in
learning communities can be an interactive experience when both synchronous and
asynchronous tools are used.
Innovative tools, such as Web 2.0 technologies, provide exciting new
possibilities for assessing collaborative learning. Together, students and teachers can recognize measurable
learning goals and set clear objectives for class participation. Collaborative efforts are essential to
gaining knowledge and furthering skills; instructors facilitate the learning
process to motivate the learning process of students who may find cooperative
grouping more challenging.
If a student fails to network or
collaborate, in the manner established within the learning community, he/she
will not succeed in the online learning environment. Other members of the leaning community may support a
struggling student by moving towards more synchronous interactions that can
help in small groups or one on one.
The instructors’ role is to continually differentiate instruction to
meet the needs of all students.
Doing so may include several options for evaluating participation and
assessing collaborative efforts.
Constructivist and Connectivism learning theories support the use of
educational technology to add flexibility within the online learning
environment.
Reference:
Laureate Education, Inc.
(Producer). (2008). Assessment and Collaboration [Video webcast]. Baltimore,
MD: Siemens, G.
Palloff, R.
M., & Pratt, K. (2005). Collaborating
online: Learning together in community. San Francisco, CA: Jossey-Bass.
Blog Post:
Devonee Trivett - http://edtechdiffusionbydevonee.blogspot.com
Ena
Smith-Goddard - http://ena-spoonfulofsugar.blogspot.com/
DE Video Presentation Story Board
Frame
|
Title
|
Script
|
1
|
Cover
|
Game-based
learning in distance education
|
2
|
Intro
- AspireSTAR
|
This video presentation is in partial fulfillment of requirements for EDUC 8842:
Principles of Distance Education.
Introducing the keynote speaker, AspireSTAR
|
3
|
Introduction
|
Video Clip
|
4
|
Knowledge base
|
PowerPoint
with Narration Game based learning
|
5
|
Game-based
learning
|
Text: Game-based learning, educational technology,
engagement, access, motivation, knowledge, skills, enjoyment, gaming,
connectivity
|
6
|
History of game-based
learning
|
Time-line
Graphic: The
evolution of game-based learning from the history of technological advances
|
7
|
Example
|
Screen
shot(s): Example
educational game
|
8
|
Audience
participation
|
Application:
Matching Game
|
9
|
Topic overview
|
PowerPoint
with Narration Game based learning in distance education
|
10
|
Moving
images
|
Student(s)
performing task in tradition online learning environment
|
11
|
Moving
images
|
Student(s)
performing task in a game-based online learning environment
|
12
|
Distance education and
Gaming
|
DE + Gaming
Graphic: Traditional game-based
learning infused with gaming
|
13
|
Literature Review
|
PowerPoint
with Narration Theoretical and conceptual framework of game-based learning for
distance education
|
14
|
Educational
Research
|
Screen
shot(s): Visual search of online
game-based learning
|
15
|
Moving
images
|
K-12
students participating in online games
|
16
|
Moving
images
|
Adult
learners participating in online games
|
17
|
Pros-Cons of Games
|
Pro-Con
Games Graphic: The good
outweighs the bad
|
18
|
Case Studies
|
PowerPoint
with Narration Educational research showcases the benefits of game-based learning in
distance education
|
19
|
Six
studies
|
Six Studies Graphic: Illustration of
research findings
|
20
|
Moving
images
|
Performing
educational research with games
|
21
|
Moving
images
|
Performing
educational research of online games
|
22
|
Creative
|
|
23
|
Social
trend
|
PowerPoint
with Narration Popular educational games and online game-based learning environments
|
24
|
Moving
images
|
Future
technology advances
|
25
|
Moving
images
|
Future
of distance education
|
26
|
Moving
images
|
Future
of game-based learning
|
27
|
Question
|
PowerPoint
with Narration Is gaming the future of distance education
|
28
|
Futuristic
thinking
|
Imagination Graphics: A picture of distance education for students beyond the digital age
|
29
|
Q
& A
|
Text: Q: What is the future of distance education
A: Game-based learning
|
30
|
Conclusion
|
Video Clip
|
31
|
Exit
- AspireSTAR
|
This
video presentation is an introduction of AspireSTAR, the official spokesman of Aspire Innovative
Learning, Inc.
|
32
|
Reference
|
Text: rolling reference
|
33
|
Reference
|
Text: rolling reference
|
34
|
Reference
|
Text: rolling reference
|
35
|
Back
Cover
|
Game-based
learning in distance education
|
This is an excellent blog on how to engage learners more fully with technology.
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