Book Creator

Syllabus EIPT 3043 Fall 17

by Theresa Cullen

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EIPT 3043
Learning with
Educational Technologies
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Dr. Theresa Cullen
tacullen@ou.edu
@DrTerriC on Twitter
ECH 303
Office Hours 1 to 3 Mondays and other times by appointment.
Comic Panel 1
Empowered Professional
1.Learner
Educators continually improve their practice by learning from and with others and exploring proven and promising practices that leverage technology to improve student learning.
Educators:
a. Set professional learning goals to explore and apply pedagogical approaches made possible by technology and reflect on their effectiveness.
b. Pursue professional interests by creating and actively participating in local and global learning networks.
c. Stay current with research that supports improved student learning outcomes, including findings from the learning sciences.
Class Activity:
Students are required to engage in professional development both online and face to face.
In Fall, students are required to attend iPadpaloozaOU and in spring (as well other semesters) they are highly incentivized to attend local or regional EdCamps
Students read articles about best practices with technology and the importance of professional development.
2. Leader
Educators seek out opportunities for leadership to support student empowerment and success and to improve teaching and learning.
Educators:
a. Shape, advance and accelerate a shared vision for empowered learning with technology by engaging with education stakeholders.
b. Advocate for equitable access to educational technology, digital content and learning opportunities to meet the diverse needs of all students.
c. Model for colleagues the identification, exploration, evaluation, curation and adoption of new digital resources and tools for learning.
Class Activity:
Students read educational documents for example the National Educational Technology Plan and the New Horizon Report to learn trends in technology.
Students write a DonorsChoose grant to request technology for their future classroom.
Students are required to do App reviews and critique AR/VR experiences and share them through public open badging system. 
3. Citizen
Educators inspire students to positively contribute to and responsibly participate in the digital world.
Educators:
a. Create experiences for learners to make positive, socially responsible contributions and exhibit empathetic behavior online that build relationships and community.
b. Establish a learning culture that promotes curiosity and critical examination of online resources and fosters digital literacy and media fluency.
c. Mentor students in the safe, legal and ethical practices with digital tools and the protection of intellectual rights and property.
d. Model and promote management of personal data and digital identity and protect student data privacy.
Class Activity:
Students create educational materials about Open Educational Resources and copyright.
Students are required to critique many things including donorschoose applications and OER resources.
Students are required to explore their own digital footprint and that of their peers.
Comic Panel 1
Empowered Professional
1.Learner
Educators continually improve their practice by learning from and with others and exploring proven and promising practices that leverage technology to improve student learning.
Educators:
a. Set professional learning goals to explore and apply pedagogical approaches made possible by technology and reflect on their effectiveness.
b. Pursue professional interests by creating and actively participating in local and global learning networks.
c. Stay current with research that supports improved student learning outcomes, including findings from the learning sciences.
Class Activity:
Students are required to engage in professional development both online and face to face.
In Fall, students are required to attend iPadpaloozaOU and in spring (as well other semesters) they are highly incentivized to attend local or regional EdCamps
Students read articles about best practices with technology and the importance of professional development.
2. Leader
Educators seek out opportunities for leadership to support student empowerment and success and to improve teaching and learning.
Educators:
a. Shape, advance and accelerate a shared vision for empowered learning with technology by engaging with education stakeholders.
b. Advocate for equitable access to educational technology, digital content and learning opportunities to meet the diverse needs of all students.
c. Model for colleagues the identification, exploration, evaluation, curation and adoption of new digital resources and tools for learning.
Class Activity:
Students read educational documents for example the National Educational Technology Plan and the New Horizon Report to learn trends in technology.
Students write a DonorsChoose grant to request technology for their future classroom.
Students are required to do App reviews and critique AR/VR experiences and share them through public open badging system. 
3. Citizen
Educators inspire students to positively contribute to and responsibly participate in the digital world.
Educators:
a. Create experiences for learners to make positive, socially responsible contributions and exhibit empathetic behavior online that build relationships and community.
b. Establish a learning culture that promotes curiosity and critical examination of online resources and fosters digital literacy and media fluency.
c. Mentor students in the safe, legal and ethical practices with digital tools and the protection of intellectual rights and property.
d. Model and promote management of personal data and digital identity and protect student data privacy.
Class Activity:
Students create educational materials about Open Educational Resources and copyright.
Students are required to critique many things including donorschoose applications and OER resources.
Students are required to explore their own digital footprint and that of their peers.
ISTE Standards are Professional Standards to Prepare You to be a Tech Using Teacher
Learning Catalyst
4. Collaborator
Educators dedicate time to collaborate with both colleagues and students to improve practice, discover and share resources and ideas, and solve problems.
Educators:
a. Dedicate planning time to collaborate with colleagues to create authentic learning experiences that leverage technology.
b. Collaborate and co-learn with students to discover and use new digital resources and diagnose and troubleshoot technology issues.
c. Use collaborative tools to expand students’ authentic, real world learning experiences by engaging virtually with experts, teams and students, locally and globally.
d. Demonstrate cultural competency when communicating with students, parents and colleagues and interact with them as co-collaborators in student learning.
Class Activity:
Students model and brainstorm technology problems as a whole class or at small tables.
Students use Google tools like Google Docs to collaborate on lesson planning.
Students are required to complete at least one online professional development activity.
5. Designer
Educators design authentic, learner-driven activities and environments that recognize and accommodate learner variability.
Educators:
a. Use technology to create, adapt and personalize learning experiences that foster independent learning and accommodate learner differences and needs.
b. Design authentic learning activities that align with content area standards and use digital tools and resources to maximize active, deep learning.
c. Explore and apply instructional design principles to create innovative digital learning environments that engage and support learning.
Class Activity:
Students are given choice through the badging process.
Students write lesson plans.
Students create a multi=touch book and course in the final project.
Students are required to create a variety of videos, epubs, graphics, and other materials using a variety of apps and web programs.
6. Facilitator
Educators facilitate learning with technology to support student achievement of the 2016 ISTE Standards for Students.
Educators:
a. Foster a culture where students take ownership of their learning goals and outcomes in both independent and group settings.
 b. Manage the use of technology and student learning strategies in digital platforms, virtual environments, hands-on makerspaces or in the field.
c. Create learning opportunities that challenge students to use a design process and computational thinking to innovate and solve problems.
d. Model and nurture creativity and creative expression to communicate ideas, knowledge or connections.
Class Activity:
Badging for technology activities (Modeling students setting own priorities and deadlines, personalized)
Swift Playground and Code.org activities
Volunteering with Botball Robotics
Percentage of the final project with creativity and creative expression valued and explaining it in their final reflection.
7. Analyst
Educators understand and use data to drive their instruction and support students in achieving their learning goals. Educators:
a. Provide alternative ways for students to demonstrate competency and reflect on their learning using technology.
b. Use technology to design and implement a variety of formative and summative assessments that accommodate learner needs, provide timely feedback to students and inform instruction.
c. Use assessment data to guide progress and communicate with students, parents and education stakeholders to build student self-direction.
Class Activity:
Lesson plan critiques
Final project with lesson plans and assessments
Accommodation plans as part of the final project.
ISTE Standards are Professional Standards to Prepare You to be a Tech Using Teacher
Learning Catalyst
4. Collaborator
Educators dedicate time to collaborate with both colleagues and students to improve practice, discover and share resources and ideas, and solve problems.
Educators:
a. Dedicate planning time to collaborate with colleagues to create authentic learning experiences that leverage technology.
b. Collaborate and co-learn with students to discover and use new digital resources and diagnose and troubleshoot technology issues.
c. Use collaborative tools to expand students’ authentic, real world learning experiences by engaging virtually with experts, teams and students, locally and globally.
d. Demonstrate cultural competency when communicating with students, parents and colleagues and interact with them as co-collaborators in student learning.
Class Activity:
Students model and brainstorm technology problems as a whole class or at small tables.
Students use Google tools like Google Docs to collaborate on lesson planning.
Students are required to complete at least one online professional development activity.
5. Designer
Educators design authentic, learner-driven activities and environments that recognize and accommodate learner variability.
Educators:
a. Use technology to create, adapt and personalize learning experiences that foster independent learning and accommodate learner differences and needs.
b. Design authentic learning activities that align with content area standards and use digital tools and resources to maximize active, deep learning.
c. Explore and apply instructional design principles to create innovative digital learning environments that engage and support learning.
Class Activity:
Students are given choice through the badging process.
Students write lesson plans.
Students create a multi=touch book and course in the final project.
Students are required to create a variety of videos, epubs, graphics, and other materials using a variety of apps and web programs.
6. Facilitator
Educators facilitate learning with technology to support student achievement of the 2016 ISTE Standards for Students.
Educators:
a. Foster a culture where students take ownership of their learning goals and outcomes in both independent and group settings.
 b. Manage the use of technology and student learning strategies in digital platforms, virtual environments, hands-on makerspaces or in the field.
c. Create learning opportunities that challenge students to use a design process and computational thinking to innovate and solve problems.
d. Model and nurture creativity and creative expression to communicate ideas, knowledge or connections.
Class Activity:
Badging for technology activities (Modeling students setting own priorities and deadlines, personalized)
Swift Playground and Code.org activities
Volunteering with Botball Robotics
Percentage of the final project with creativity and creative expression valued and explaining it in their final reflection.
7. Analyst
Educators understand and use data to drive their instruction and support students in achieving their learning goals. Educators:
a. Provide alternative ways for students to demonstrate competency and reflect on their learning using technology.
b. Use technology to design and implement a variety of formative and summative assessments that accommodate learner needs, provide timely feedback to students and inform instruction.
c. Use assessment data to guide progress and communicate with students, parents and education stakeholders to build student self-direction.
Class Activity:
Lesson plan critiques
Final project with lesson plans and assessments
Accommodation plans as part of the final project.
Comic Panel 1
Argh
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