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Pedagogical models the discipline of online teaching / Michael F. Shaughnessy and Susan Fulgham, editors.

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Format:
Book
Contributor:
Shaughnessy, Michael F.
Fulgham, Susan.
Series:
Education in a competitive and globalizing world series.
Computer science, technology and applications.
Education in a competitive and globalizing world
Computer science, technology, and applications
Language:
English
Subjects (All):
Web-based instruction.
Internet in education.
Computer-assisted instruction.
Distance education.
Physical Description:
1 online resource (248 p.)
Edition:
1st ed.
Other Title:
Pedagogical models : the discipline of online teaching
Place of Publication:
[Hauppauge], NY : Nova Science Publishers, c2011.
Language Note:
English
Summary:
In this era of expanding technology innovations, online learning opportunities are evident in both private and public educational institutions. Educators are presenting content digitally to students with a number of applications provided by their institutions. This book provides a multifaceted look at online instruction.
Contents:
Intro
Library of Congress Cataloging-in-Publication Data
Contents
Preface
Introduction
Engaging the Student: Learning for Life
Teaching at a Distance
Course Design
Ask the Students to Discuss Relevant Experiences
Completing a Sentence
Students Interview and Introduce each other
Write a Collaborative Story
Asking Students to Write Short Descriptions about Themselves
Establishing the Right Tone
How to Stimulate Sustained Engagement and Participation in Online Discussion
Suggestions for Overcoming Lack of Participation
Ask the Right Questions
Try to Avoid Possible Misinterpretation
Try to Show that you are Listening and that you Care
If a Student is Late in Responding
Some Innovative Learning Activities
Group Work
Role Playing
Holding a Debate
Online Guest Lecturers
Virtual Field Trips and other Web Research
Portfolios
References
A Pedagogical Model for Abstract Concepts: Blending Discourse and Experience
Abstract
Current Concerns in Online Education
Extending Teaching Methods
Limited Authenticity and Engagement
Multicultural Perspectives on Technology
Data Collection
Course Description
Offline Engagement
Conclusion
On-Line Pedagogy: Illuminating the Tension Between Technology and Imagination
Imagination in Communication Technologies: Pushing the Limits
Why Do We Want Imagination in Online Courses?
McLuhan's Four Laws
Not a Conclusion, but a Possibility
The Role of Motivation in Teacher Education Classes
Motivation in Educational Settings
Intrinsic and Extrinsic Motivation
Motivation Surveys at University of Guam
Instructional Design for Online Courses
Why Plan for Teaching at a Distance?.
Principles of Instructional Design Systems
Systematic Process
Planning for Instruction at a Distance
Issues to Address in the Planning Process
Who are the Learners?
Analyze the General Abilities of the Class
Analyze Potential for Learner Interactivity
Understand Learner Characteristics
Help Learners Understand the Context of the Learning Experience
Goals and Objectives for Instruction
What Teaching Strategies and Media should be used?
Media Selection
Visualizing Information
What is the Learning Environment?
Technology
Planning to Teach on the World Wide Web
Best Practices in Course Design For Distance Education
Effective Distance Education- A Synopsis of what we know (Schlosser and Simonson, 2004)
Recommendations for Distance Delivered Instruction - the Unit-Module-Topic Model
Summary
About the Author
Not your Typical Bling-Bling: The Best Accessory for Distance Learning is High Quality Pedagogy
Background
Fragile Academic Success
Pedagogy or Technological Bling-Bling?
Recommendation: Merge the Pedagogy with the Technology
Pedagogy of Online Instruction
Complexity
Philosophy of Education and Style of Instruction
Theoretical Underpinnings
Guidelines for Online Learning
Creating an Critical Community of Inquiry
Active, Appropriate Practice
Experiential Learning
Guided Learning
Feedback
Collaboration
Interpersonal Communication
Learner Centered/Student Responsibility
Self-Motivated Learning
Consistent Instructional Elements
Conclusions
Designing Online Environments for Diversity and Equity, or 150 Design Strategies for Inclusion
A Design Journey
Why we Should Care
Learning Communities in Tertiary Education
Educating for World Citizenship.
User-Centred Design: A Framework for Inclusion
Cultural Issues in Learning and Implications for Design
Issues of Inequality of Access
Implications for Planning and Design
Accessibility issues for the Disabled
Implications: Accessible Design is Good Design
Three Final Points
Issues for Intercultural Learning Communities
Thirty Checks for Evaluating Texts
Cultural Models
Hofstede's Cultural Dimensions
Hall and Context
A Survey of Related Research
Implications: Designing for Equity through Cultural Models
Final Words
Gender-Related Issues
Implications for Equitable Online Learning
Fifteen Inclusive Strategies to Promote Gender Equity
Readability
Final Thoughts
Twenty-Seven Tips for Evaluating Sites for Multicultural Principles
Our Responsibility
A Few Useful Sites
Accessibility
Good Design
Equity and Diversity
Short Biography
Katy Campbell, Ph.D.
Effective Learning with Video, Audio and Simulations
The Value of Media
Instructional usage of Video and Audio
Video
Audio
Interactive Media: Simulations
A Simulation Portrait
Cognitive Apprenticeship
Prior Knowledge Effects
Conclusions for the Future
Applying Pedagogy during Game Development to Optimize Game-Based Learning
Levels of Application
Fundamental Components of Interactive Entertainment
Applying Pedagogy During the Game Development Process
The Concept Development Phase
Define Learning Goals and Subordinate Skills and Knowledge
Characterize Learners
Characterize Learning and Performance Context.
Select Basic Instructional Approach
Pre-Production Phase
Generate, Cluster, and Sequence Objectives
Delineate Learner Assessment Methods
Apply Grounded Strategies and Events.
Begin Formative Evaluations
Production Phase
Complete Formative Evaluations
Interplay Instructional Strategy: Engaging Learners with Interactive Entertainment Conventions
Part I: Mediating Entertainment and Education
Part II: Interplay Conventions
Interplay of Story Pathos, Play Participatory, and Game Procedural
Story Pathos and Elements
Play Participatory and Elements
Game Procedural and Elements
Part III: Interplay Instructional Strategy
Interplay Instructional Events
Story Events
Event 1: Expose
Event 6: Sharing
Play Events
Event 2: Inquire
Event 3: Discover
Game Events
Event 4: Create
Event 5: Experiment
Assessment and Feedback
Case Study: "Measure Me"
Answering Story Questions
Answering Play Questions
Answering Game Questions
Part IV: Experience Arc
Experience Arc Structure
Act I: Beginning
Act II: Middle
Act III: End
Case Study: Digital Media Production
Local Boy Screws up (Hook/Story/Expose)
Big Dreams, Impossible odds (Beginning/Play/Inquire)
You are all Fired! Start over (Inciting Incident, Play, Explore)
The Comeback Champs (Middle, Game, Discover)
The Showdown at the OK Coral (Climax, Game, Experiment)
Living Large (Closure, Story, Share)
Part V: Summary and Conclusions
The Future of Distance Education: A Research and Development Agenda
A Critique of the Present
The New Media Revolution
Today's Information-Rich Environment
Today's Learning Management Systems (Lms)
Learning Management Systems of the Future
Theoretical Foundations
Instructional Design Models in the Age of Dynamic Systems
Organizational Ramifications
Index.
Notes:
Description based upon print version of record.
Includes bibliographical references and index.
Description based on print version record.
ISBN:
1-61122-153-6
OCLC:
847646601

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