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Course Criteria
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3.00 Credits
Emphasis to be placed on identifying critical issues that impact learning and behavior in our nation's secondary schools. In addition to identifying critical issues, students will analyze the impact of these issues on classroom learning and/or behaviors and apply sound educational principles of educational research, psychological and philosophical foundations of education, and positive instructional strategies to propose workable solutions. Scheduled: Summer, yearly.
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3.00 Credits
Selection, critical analysis, and historical development of literature for use K-12 classrooms. Areas emphasized are: selecting materials reflecting our multicultural society; identifying techniques, activities, and strategies which motivate children and adolescents to read and respond to literature; and integrating literature across the curriculum.
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3.00 Credits
The rationale behind various techniques used to help individuals make the best use of their capabilities; includes lectures, discussions, and demonstrations.
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3.00 Credits
How can classroom teachers harness the power of online technologies like blogs, podcasts, and wikis for student engagement and learning? Course participants will experience the web as more than a source of information, instead as a means of constructing new knowledge through conversation, networking, and collaboration. Focus is on currently available tools and effectively utilizing them for student research, writing, and learning.
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3.00 Credits
Action research is a process of inquiry and reflection in which educators examine their personal instructional practice systematically using the techniques of research. This online course addresses concepts associated with action research, the processes and procedures for conducting action research, culminating in the development of an action research plan.
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3.00 Credits
Action research is a process of inquiry and reflection in which educators examine their personal instructional practice systematically using the techniques of research. This online course addresses concepts associated with action research, the processes and procedures for conducting action reseaarch, culminating in the development of an action research plan.
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3.00 Credits
Given the growth of online teaching and learning, educators explore ways to incorporate best practices to meet the needs of all learners. This online course focuses on designing courses and activities for blended (part online and part face-to-face) and synchronous online learning environments. Participants will progress from defining these environments to designing course outlines and learning activities, and will conclude with considerations for implementation, assessment and evaluation of each.
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3.00 Credits
This course details the process of developing instruction, beginning with an analysis of the learner and learning needs. The course focuses on the development of skills and knowledge related to the design of online instruction with a real-world virtual classroom as the context. Participants will begin by analyzing the learning needs in an online classroom and progress through the development of an instructional plan set up to steer students to successful online learning. No prerequisites.
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3.00 Credits
This course will familiarize teachers with contemporary gaming technologies, enable them to understand the pedagogical models behind games, and demonstrate how gaming models may be used for learning. Video games provide today's youth with new kinds of learning experiences-such as leading a virtual civilization or running a virtual guild with hundreds of other participants from around the real world. Through gaming, children engage in complex problem-solving, sophisticated collaboration, and creative expression. However, there is some doubt about the effectiveness of gaming as a learning tool when restricted by old learning models. Today's youth must contend with this dichotomy: life outside school-open access to information, opportunities for deep expertise, multiple pathways for learning-and the learning inside school-traditional learning models, limited access to technology. With growing momentum, a new generation of educators is embracing games for learning. Some are already using learning games like Civilization, a commercially-produced game, in the classroom. Promising research shows that games can-and will-become powerful learning environments for children (Barab, S., Dodge, T. Tuzun, & et al, 2007; Squire & Jenkins, 2003). Using the interactivity inherent in video games but with complex learning models, this new generation of games is becoming readily available. No prerequisites.
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3.00 Credits
An introduction to the use of technology in the classroom. Topics include integrating the Internet into student learning through the use of online projects, hardware, software, ethics, development of multi-media projects, and setting up a technology classroom. Scheduled: Summer, yearly.
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