Sunday, July 28, 2013

Assessing Collaborative Efforts


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

1 comment:

  1. This is an excellent blog on how to engage learners more fully with technology.

    ReplyDelete