From Islands to Archipelagos: The Power of Virtual Networks in Establishing Communities of Culture and Practice
- A foundational definition of social semiotics and the theory that we make meaning collaboratively:
- An overview of PLNs (personalized/professional/ personal learning networks) and how they are used to support teaching and learning:
- A primer on culturally sustaining pedagogy from Django Paris:
- An introduction to the exclusionary practice of digital redlining and how it limits the power of networks by Chris Gilliard and Hugh Culik:
- A framework for forming collaborative networks, #SquadGoalsNetwork is also a community and an OLC Effective Practice Award winner:
Breakout A (Rm 107) – Culturally Responsive Education in the Digital Age
Breakout B (Rm 108) – Equity and Advocacy for Diverse Student Populations
Breakout C (Rm 109) – Connective Technologies for Bridging Communities of Practice
Supporting Student Success by Creating Engaged Online Learning Communities
- The Trouble With Online Education
A New York Times Op-Ed piece by a University of Virginia professor discussing his concerns with online education. This article’s overall sentiment that internet-based courses may never be able to achieve the same level of essential student and teacher collaboration in the “collective enterprise” that is learning allows for a greater contextual understanding of the need for a paradigm shift in how we think about distance learning and how we engage distance students in online learning communities.
Edmundson, M. (2012, July 19). The Trouble With Online Education. New York Times. Retrieved from https://www.nytimes.com
- E-Learning: Paradigm Shift in Education
An article speaking to the importance of shifting our thinking regarding how we optimally approach e-learning. Ideas are presented about important considerations regarding this paradigm shift.
Desai, M., Hart, J., & Richards, T. (2008). E-Learning: Paradigm Shift in Education. Education, 129(2), 327-334.
- Creating an Online Learning Community: Is It Possible?
An article discussing the importance of students’ perception about being part of a learning community as it relates to attrition rates, particularly for online courses. The article states through a study that students do in fact perceive faculty as having the ability to intentionally create engaging learning communities for students equally as well in the online classroom as in the traditional classroom.
Murdock, J., & Williams, L. (2011). Creating an Online Learning Community: Is it Possible? Innovative Higher Education, 36(5), 305-315.
- The Role of the Effective Online Instructor (4 minutes, 45 seconds)
A short video from the State University of New York highlighting important and relevant aspects to the presentation regarding effective online instruction. https://youtu.be/gNNkfPzJFvo
- UH Maui College Online Writing Courses Welcome Video for Derek Snyder (1 minute, 25 seconds)
A short welcome video created for Derek’s online writing courses at UH Maui College showcasing some important and relevant aspects to the presentation regarding early semester rapport-building approaches with an online learning community. https://youtu.be/cTbdcsry11E
Breakout B (Rm 108) – Current Challenges/Solutions when Creating Engaged Online Learning Communities
Breakout C (Rm 109) – Anticipating the Multiple Possible Futures of Online Learning Communities
The Games Peoples Play
- Introduction to the modern originator of game-based learning, James Paul Gee, and his principles of game-related learning: https://mason.gmu.edu/~lsmithg/jamespaulgee2print.html
- Summary of the work of Roger Caillois, 20th century French writer that explored just what it means to play. https://www.journalofplay.org/issues/3/2/article/cailloiss-man-play-and-games-appreciation-and-evaluation
- Primer on the difference between gamification and game-based learning: http://libguides.humboldt.edu/gamification
- Brief look at how cultural heritage can be represented in games: http://www.digra.org/digital-library/publications/analysing-cultural-heritage-and-its-representation-in-video-games/
- Demonstration of the power of a game to educate and evoke emotion: http://playspent.org/
Breakout A (Rm 107) – Representation in Gaming
Breakout B (Rm 108) – Gamifying your curriculum/work
Breakout C (Rm 109) – You’re going to build a game. What is it?