Foundations of Educational Technology Credit: 3-0-0: Course Description

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Foundations of Educational Technology

Credit: 3-0-0

Course Description
The present course focuses on the conceptual framework of technology, theories, and practices in
educational environments. Students are provided the opportunity to analyze theories related to
educational technology, and apply twenty-first century skills with technology. The main goal of
this course is to prepare students to design, create, implement and evaluate technology-supported
solutions for business, industry, non-profit and government organizations.

Course Objectives
Upon completion of the course the students will be able to
 Integrate learning theories with emerging technologies
 Describe different emerging technologies
 Integrate the practical applications of technology to enhance the 21st century skills
 Interpret design principles and relate them to technology-enhanced learning
 Apply educational technology in educational and corporate sectors

Course Content
1. Module 1:Introduction to educational technology (5)
 Defining educational technology
 Ethics and educational Technology
2. Module 2: Relating learning theories to practices (12)
 Cognitive load theory
 Cognitive theory of multimedia learning
 Social learning theory
 Information processing theory
 Dual coding theory
 Connectionism
 Situated learning theory
3. Module 3: Emerging technologies with example applications (10)
 Introducing innovative and emerging technologies (Augmented reality, Virtual
reality, Mixed reality, Educational Robots, Games and simulations, Mobile
learning)
 Conceptual framework for emerging technologies
 Designing technology-supported learning environments
4. Module 4: Educational technology in the workplace (8)
 Understanding workplace learning as a complex dynamic System
 Benefits of educational technology in the workplace
 Educational technology in healthcare sector
 Educational technology for continuing education and professional development
 Educational technology in corporate sector
 Incorporation of educational technology in knowledge management
5. Module 5: Issues and Challenges in Educational Technology (5)
 Digital divide
 Gender and Information technology
 Barriers to technology integration
Books
1. Spector, J. M., Merrill, M. D., Elen, J., & Bishop, M. J. (Eds.) (2014). Handbook of
research on educational communications and technology (4th ed.). New York: Springer.
2. Spector, J. Michael. (2012). Foundations of Educational Technology: Integrative
Approaches and Interdisciplinary Perspectives. New York: Routledge.
3. Liu, D., Dede, C., Huang, R., & Richards, J. (Eds) (2018). Virtual, Augmented, and
Mixed Realities in Education. Singapore: Springer Singapore.

References
1. Johnson, L., Adams Becker, S., Cummins, M., Estrada, V., Freeman, A., and Hall, C.
(2016). NMC Horizon Report: 2016 Higher Education Edition. Austin, Texas: The New
Media Consortium.
2. Bhagat, K. K., Liou, W. K., Spector, J. M. & Chang, C.-Y. (2018). To Use Augmented
Reality or not in Formative Assessment: A Comparative Study. Interactive Learning
Environments. DOI: 10.1080/10494820.2018.1489857
3. Bhagat, K. K., Liou, W. K., & Chang, C.-Y. (2016). A Cost-Effective Interactive 3D
Virtual Reality System Applied to Military Live Firing Training. Virtual Reality, 20(2),
127-140.
4. Liou, W. K., Bhagat, K. K., & Chang, C.-Y. (2018). The Design, Implementation, and
Evaluation of a Digital Interactive Globe System Integrated into an Earth Science Course.
Educational technology research and development. 66(2), 545-561.
doi.org/10.1007/s11423-018-9573-2
5. Bhagat, K. K., & Spector, J. M. (2017). Formative Assessment in Complex Problem-
Solving Domains: The Emerging Role of Assessment Technologies. Educational
Technology & Society, 20(4), 312-317.
6. Liou, W. K., Bhagat, K. K., & Chang, C.-Y. (2016).Beyond the flipped classroom: A
Highly Interactive Cloud-classroom (HIC) embedded into basic materials science
courses. Journal of Science Education and Technology, 25(3), 460–473.

Primary course goals


 Hands-on: Letting you experience multiple instances of interactive applications hands-
on.
 Grounding in Theory: Reading and discussing XR theories of education design and
assessment.
 Content Creation: Exploring some design tools for prototype design

Tentative list of international guest speakers (Recorded/Live sessions)


1. Prof. Chee-Kit Looi, Nayang Technological University
2. Dr. Nasser Giacaman, University of Auckland
3. Dr. James Birt, Bond University
4. Prof. Hsin-Kai Wu, National Taiwan Normal University
5. Dr. Lin Lin, The University of North Texas
6. Dr. Andri Ioannou, Cyprus University of Technology
7. Dr. Johanna Pirker, Graz University of Technology
8. Prof. Mike Spector, The University of North Texas
Deliverables
 Individual assignments: Readings journal articles/international reports
 Group assignments: Game Design Document, Literature review, APA-style research
paper, etc.
 Mid-term project: Pitch one Edutech Product
 Weekly Discussion/ mini-share-outs: Participation is important; you need to speak
during discussion times.
 Final Project: Prototype development
 Final Presentation: The final presentation will be a formal summation of your project

Course Evaluation
 Individual Weekly assignments 15%
 Group assignments 10%
 Weekly discussions 10%
 Mid-term exam 20%
 Final project presentation and report 25%
 End-term exam 20%

FOR DISCUSSION/DISCORD - Netiquette tips


 Use proper language
 Be precise
 Avoid emoticons and “texting” writing
 Be explanatory. Justify your opinion
 Read all comments before hitting “submit”
 Tone down your language
 Control your temper

TA: Ajay Shankar Tiwari (ajaytiwari0210@hotmail.com)

Be careful about Plagiarism!!!

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