Open Access. Powered by Scholars. Published by Universities.®

Education Commons

Open Access. Powered by Scholars. Published by Universities.®

Articles 1 - 5 of 5

Full-Text Articles in Education

Virtual Reality As A Pedagogical Tool To Design For Social Impact: A Design Case, Tiffany Roman, Jon Racek Dec 2018

Virtual Reality As A Pedagogical Tool To Design For Social Impact: A Design Case, Tiffany Roman, Jon Racek

Faculty Articles

Three-dimensional (3-D) virtual environments have key affordances that can improve learning, particularly when context, culture, and pedagogical aims are aligned to a given learning situation. One challenge in detailing effective uses of 3-D virtual environments in teaching and learning contexts is that the design judgments involved are not always made explicit. We argue that the transparency of design judgments, as it relates to the use of 3-D virtual environments, are critically important. This article advances scholarship of emerging technologies by detailing the design judgments of a university instructor within a Design for Social Impact cross-disciplinary course. To address learner needs …


Of Mind Maps And Makerspaces: Technology Approach To Law Teaching, Sharon Bradley Jun 2018

Of Mind Maps And Makerspaces: Technology Approach To Law Teaching, Sharon Bradley

Presentations

Mind maps and makerspaces are two potential approaches to instruction that might inject a little fun and zing into the classroom. Mind maps are a more visual or graphical tool for teaching analysis, problem solving, and decision-making. Makerspaces embrace Langdell’s model of the law library as the “laboratory” of the law school. A makerspace could allow students to experiment, create, and learn to evaluate the “benefits and risks associated with relevant technology,” as reflected in the recent change to Rule 1.1 of the Model Rules of Professional Conduct.


Failing Better: Scaffolding Learning With The Metaliteracy Badging System, Kelsey L. O'Brien Jan 2018

Failing Better: Scaffolding Learning With The Metaliteracy Badging System, Kelsey L. O'Brien

University Libraries Faculty Scholarship

The Metaliteracy Badging System, collaboratively produced by educators from across the State University of New York (SUNY), has undergone several trials and transformations. Over the course of this iterative journey, this resource has served in often-unexpected ways as a flexible educational tool that facilitates meaningful curriculum design and collaborative teaching. This chapter provides an overview of the design and implementation of the system, along with our challenges and goals moving forward. Just as we teach our students to fail better, we too have drawn on our setbacks as opportunities for growth and improvement.


Badging Best Practices, Kelsey L. O'Brien Jan 2018

Badging Best Practices, Kelsey L. O'Brien

University Libraries Faculty Scholarship

Digital Badges are gaining traction in the education landscape, and librarians have been some of the leading pioneers at the forefront of this exciting new frontier. This chapter employs Wiggins and McTighe’s “backward design” model as a framework to guide the thoughtful design of digital badges, envisaging how librarians and other educators might leverage the unique qualities of badges at each stage of curricular design.


Adapting The Kolb Model For Authentic Instructional Design Projects: The 4-C Framework, Carrie Lewis Miller, John Grooms Jan 2018

Adapting The Kolb Model For Authentic Instructional Design Projects: The 4-C Framework, Carrie Lewis Miller, John Grooms

Scholarship of Teaching and Learning, Innovative Pedagogy (2018-2020)

Background: Authentic, real-world projects are the key to providing opportunities for instructional design graduate students to increase the skills they will need once they enter the job market. Purpose: While experiential learning experiences can enhance skill transfer and allow students to network and create artifacts that can be added to a design portfolio, working with student design teams requires additional communication and support on the part of the client. Approach: Building on the Kolb Model of Experiential Learning and the Stout-Rostron model, a 4-C Framework was developed to help create more effective experiential learning experiences for instructional design students. Implications: …