course design for learning
DESCRIPTION
This presentation provides an overview of the course design process--iterative steps to consider when designing a course.TRANSCRIPT
COURSE DESIGN FOR LEARNING
Gayla S. Keesee, Ph.D.
Iterative Steps
1. Articulate Goals & Objectives2. Create Learning Environment3. Know Your Learners4. Identify Teaching & Learning
Strategies5. Identify Materials & Resources6. Develop Assessments
Goals & Objectives State standards, accrediting bodies,
NETS*Students How can the course objectives be broken
down into units, modules, lessons? Varied levels of Bloom’s Taxonomy Outcomes/performances expected
upon completion Criteria for success to ensure mastery
Acquiring 21st century skills such as higher level thinking,
stronger communication abilities, and collaborative learning
will encourage student engagement and increase academic achievement
(Department of Education, 2002)
Acquiring 21st century skills such as higher level thinking,
stronger communication abilities, and collaborative learning
will encourage student engagement and increase academic achievement
(Department of Education, 2002)
Learning Environment
Andragogical considerations How can learning be made active? How can the environment promote
peer interaction? How can students develop
responsibility for their own learning?
Learning Environment
1st Year College Student Knowledge = gradual accumulation of
right answers acquired through effort and obedience to the instructor Role of the instructor is to TEACH them Right answers for everything exist
Focused on passing the next test Turned off to school Discouraged from following
their own interests No application to life after school
Where did this thinking
come from?
Traditional Classroom
Prescribed Curriculum Chalkboards Desks in rows Books and worksheets Paper & pencil Focus on the front
(teacher) Read, take notes Study as an individual Take tests to measure
learning
21st Century Classroom
Constant, ubiquitous connectivity Moving beyond 4-walls Flexible, blended learning Collaborative environments Allowing global connections Studio-based learning Connections to communities and
access to tools Space for reflection and creativity Bringing the real world into the
classroom, and the classroom into the real world
Know Your Learners Personal demographics (ethnicity, socio-
economic level, cultural background) that might impact learning
Developmental stage of the student relative to the content
Cognitive/Learning style of each student Generational learning styles Student’s entry skills with reference to the
content and technology
Digital Immigrant or Digital Native
Do you turn to the Internet first or second for information?
Do you use a manual to learn a program, or is it intuitive?
Do you print out your E-mail or have your secretary print it out for you?
Do you need to print out a document in order to edit it?
Do you call people into your office to see an interesting website rather than sending the link via E-mail?
Do you make the “Did you get my E-mail?” phone call?
Digital Natives
Ctrl + Alt + Del is as basic as ABC They have never been able to find the “return”
key Computers have always fit in their backpacks They have always had a personal identification
number Photographs have always been processed in an
hour or less Bert and Ernie are old enough to be their parents Gas has always been unleaded Rogaine has always been available for the
follicularly challenged
--Beloit College, 2003, 2004
Net Gen Learners
Digital Connected Experiential Visual & Kinesthetic Immediate Social
Adaptation
It is not about whether you are a
digital native but whether you can
adapt to those whose style does
not match your own. – Dede, 2005
Teaching & Learning Strategies
Connect to prior knowledge Scaffold learning Motivation Engagement Relevance Rigor Relationships Student-Centered vs. Teacher-centered
What can you do? Make learning interactive & experiential Consider peer-to-peer approaches Utilize real-world applications Emphasize information literacy in courses Encourage reflection Incorporate collaborative learning Use informal learning opportunities Create opportunities for synthesis
Decide what’s important
Technology does not drive choices
Learning outcomes drive choices Knowledge construction Interactivity Relevance Authentic contexts
Materials & Resources
Horizon Report 2007
Key trends affecting higher education—next 5 years
One year or less Social Networking User-Created Content
Two-Three Years Mobile Phones Virtual Worlds
Four-Five Years New Scholarship and Emerging Forms of Publication Massively Multiplayer Educational Gaming
Choose the Right Tool
Collaboration
Communications
Knowledge Gathering
Demonstration of
Knowledge
Find the Right Balance
Action Reflection
Visual Text
Social Individual
Process Content
Speed Deliberation
Peer-to-peer Peer review
Assessment
Formative Assessments Classroom Assessment Techniques
(CATs) Surveys Classroom Response Systems
Summative Assessments Authentic Real-world applications