|
|
|
|
|
|
|
Course Criteria
Add courses to your favorites to save, share, and find your best transfer school.
-
3.00 - 6.00 Credits
Provides an opportunity for students to integrate concepts and skills obtained in courses with practical experience that includes projects, activities and assigned responsibilities in a professional workplace. Internship activities must be directly related to the general content of the Technical Leadership program and be supervised by a professional in the student's field.
-
3.00 Credits
Explores Virtual, Augmented, and Mixed Reality and discusses elements from the basics of each, hardware, and the history, to different applications, the psychology, and the challenges of each medium. The course is designed for people interested in pursuing emerging technologies to design learning. A learner with little to no previous experience in Virtual, Augmented, and Mixed Reality, or game programming, can evaluate existing applications, design, test, and implement their own learning experiences using specialized software.
-
3.00 Credits
Examines the guidelines and best practices for visual design for learning. This course will explore learner-centered visual and design approaches that can be incorporated into various learning and training solutions. Aspects of visual design explored in this course include graphic, interface, and information design principles.
-
3.00 Credits
Examines a systematic process for the selection, use, and evaluation of technology within the curriculum. Students develop strategies and explore methods to implement educational technology plans at the classroom, building, and district levels. Consideration is given to a number of issues that affect the procurement and use of technology in schools. Students learn the roles and responsibilities of becoming a technology director, technology coach, instructional technology specialist, or other related position within an educational environment.
-
3.00 Credits
Explores the role and implementation of education-based technology applications in the classroom. Special emphasis is placed on integrating technology through the use of apps as a mind tool to achieve higher-order thinking. This course will also address the application of technology-based educational standards within the learning environment. Students become proficient in a wide range of educational technologies and apply skills of the instructional design process to their projects.
-
3.00 Credits
Prepares students to evaluate and conduct research in instructional technology. Students analyze research literature, evaluate the various methodologies used in the research process, conduct a research project, and write a research paper using a systematic approach.
-
3.00 Credits
Examines the use of data and analytics to improve learning in educational and corporate settings. This course will provide an introduction to learning analytics and how they are being deployed in various contexts in the training and education field. Additionally, the tools, methods, ethics, privacy, and the systemic impact of analytics will be explored, presenting a broad overview of the current state and possible future directions of the field.
-
3.00 Credits
Examines the systems approach for the design, development, and evaluation of instruction and training materials. Students use an instructional design process to create a training prototype. Components of this project include a needs assessment, instructional analysis, objectives, instructional strategies, and the development of a teacher's guide and student materials. Specific emphasis is given to applying instructional design techniques to the design and development of instructional products.
-
3.00 Credits
A follow-up to IDT 550 Instructional Design by providing additional information and practice concerning the design of effective instruction. Course goes beyond the introductory course by elaborating on the design of instructional strategies for specific learning outcomes, techniques for writing effective test items, and procedures for formative and summative evaluation. The course emphasizes learning theory, cognitive and behavioral approaches to instruction, comparison of instructional design models and research evidence that supports instructional design practices.
-
3.00 Credits
Examines the uses of game elements, game mechanics and gamification within educational learning environments. Students work with a variety of gamification tools to understand how the tools can be utilized for the design and delivery of corporate training environments, classroom instruction, online and in mobile learning environments.
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Privacy Statement
|
Cookies Policy |
Terms of Use
|
Institutional Membership Information
|
About AcademyOne
Copyright 2006 - 2025 AcademyOne, Inc.
|
|
|