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E-Learning Handy Tools and Future Trends II

KAUST, WEP 2014. E-Learning Handy Tools and Future Trends II. by Dr. Mohamed El-Ramly, Cairo University 27-28 Jan 2014. ”و اتقوا الله و يعلمكم الله“ و فوق كل ذى علم عليم. Course Outline. Overview of E-Learning Models of E-Learning (Some) Categories of E-Learning Tools

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E-Learning Handy Tools and Future Trends II

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  1. KAUST, WEP 2014 E-Learning Handy Tools and Future Trends II by Dr. Mohamed El-Ramly, Cairo University 27-28 Jan 2014

  2. ”و اتقوا الله و يعلمكم الله“و فوق كل ذى علم عليم

  3. Course Outline • Overview of E-Learning • Models of E-Learning • (Some) Categories of E-Learning Tools • Learning management systems • Virtual classrooms • Collaboration tools • Communication tools • Production / presentation tools • Plagiarism detection tools

  4. Course Outline • Some Useful Tools • Animation, movies and talking characters. • Innovative presentations • Capture your lectures on video • Various utilities • Coming Trends • Gamification • MOOC • Cloud Hosting • mLearning Day 1 Day 2

  5. Tools2: Free and Open Source Tools • I hope you had a chance to look at the list by Laura Dell (U of Cincinnati) under acadox.

  6. Trend1: Gamification Outline • Definition • Game facts and statistics • Why games? • Gamification examples • Gamification for education • Tools for gamification.

  7. 1Gamification • Gamification is the application of game design principles in non-game contexts to produce a fun and engaging experience. • This can be done in business, education, to change behavior, train workforce, etc.

  8. 1Gamification • Gamification is the process of using game thinking + game mechanics • to solve problems, and • to engage users Source: Wikipedia.org

  9. 1Gamification • Gamification is the application of typical elements of game playing, e.g. • point scoring, • competition with others, • rules of play • to other areas of activity, typically as an online marketing technique to encourage engagement with a product or service.

  10. 2Gaming Statistics (from USA) • 22.77 B$ is the size of game industry • 58% of Americans play video games. • 2 gamers on average on every household. • 51% of households own a game console. • 30 yrs avg. age Source: Essential Facts about the Computer and Video Game Industry, Entertainment Software Association, 2013.

  11. 2Gaming Statistics (from USA) • Types of online games played most often: Source: Essential Facts about the Computer and Video Game Industry, Entertainment Software Association, 2013.

  12. 2Gaming Statistics (from USA) • Types of mobile games played most often: Source: Essential Facts about the Computer and Video Game Industry, Entertainment Software Association, 2013.

  13. 3Benefits of Video Games • Multitasking • Stress relief • Better handling of failures • Faster response time • Better hand-eye coordination Source: http://whatculture.com/gaming/10-excellent-reasons-to-play-video-games.php/3

  14. 4Gamification Example1 • How can we convince more people to use the escalator instead of using the stairs? • Your ideas. • http://www.thefuntheory.com/piano-staircase

  15. 4Gamification Example2 • How can we convince more people to recycle and use the recycling bin ? • Your ideas. • http://www.youtube.com/watch?v=cbEKAwCoCKw

  16. 5Gamifying Education • Well, the previous examples are simple but still costly innovations. • But games have been used in education and training for decades and they do not have to cost much.

  17. 5Gamification Example3: CS • Teaching Computer Science through games. • http://www.csunplugged.com/ • http://www.youtube.com/watch?v=KOYy4kyLEHs

  18. 5Gamification Example4: Image Compression

  19. 5Why Games in Education? • Games can increase engagement and instill a better attitude towards learning. • Games foster higher-order thinking • Games can facilitate motivation Source: http://www.sweetrush.com/

  20. 5Why Games in Education? • Games can increase confidence. • They provide a safe environment for practicing skills. • Learners can make mistakes without fear or detrimental consequences for their jobs and careers. Source: http://www.sweetrush.com/ Source: http://www.sweetrush.com/

  21. 5So, what is new? • Cost of production is dropping. • Web-based tools are available. • Easy to create your own game or use existing ones. • Technical barrier is removed but creativity and authoring is still needed.

  22. 6Gamification Tools1 • For customer loyalty and employee engagement. (Demo http://badgeville.com//overview) • http://badgeville.com • Leader-boards. A display of the current names and scores of competitors   • Progress Bars. A graphic that brandishes the progress made in completing a task. • Badges. A digital rewarded for completing a specific task. • Points. Awarded for engaging in desired behaviors

  23. 6Gamification Tools2 • For teaching programming. • CodeCombat • TouchDevelop

  24. 6Gamification Tools3 • For creating interactive assessment • Zondle • https://www.zondle.com/publicpages/eSafetyGames.aspx

  25. Trend2: MOOC Outline • What is a MOOC • MOOC Model • Example sites • Challenges of doing these courses

  26. 1What Is a MOOC ? A smaller version of a moose Massive Open Online Course Medal Of Organic Chemistry Morocco Office of Organized Crime

  27. 1What Is a MOOC ?

  28. 2The MOOC Model • MOOCs are not for credit • Classes are generally open entry, open exit. • Weekly video lectures • (Possibly) Weekly recorded office hours • Other electronic materials • (Possibly) Kits to buy.

  29. 2The MOOC Model • Much of the grading is automated or is done by peers. • Massive discussion boards allow students to ask questions of their classmates. • (Possibly) paid individual support or coaching. • (Possibly) Gamification

  30. Let’s look at one…. Video link Lecture

  31. 2Impact of MOOC • It brings world-class cheap education to the farthest corners of the world. • Teacher’s role is more modest and moves towards facilitation and moderation. • Bigger reliance on peer support and cooperative learning. • Alternative ways of assessment and evaluation of learning.

  32. 3First MOOCs • In the fall of 2011 Stanford University launched three courses. • Introduction Into AI, launched by Sebastian Thrun and Peter Norvig. (160,000 students). • Introduction to Database, by Jennifer Widom • Machine Learning, Andrew Ng

  33. Whoa….Did you say 160,000+? Assignment number 36,453……., assignment number 36,454, ……… damn marking …..

  34. 3Major MOOCers

  35. EthicsCourses Offered

  36. Courses Offered Mobile

  37. Courses Offered Biology

  38. 3Other MOOCers • See list at http://www.moocs.co/ • Make your own at www.openlearning.com/ • Arabic MOOC, Rwaq.org

  39. 3Coursera Statistics

  40. 4Challenges in MOOC • Plagiarism • Identity verification • http://www.lssu.edu/blackboard/documents/ExperiencesVerifyingtheIdentity.pdf

  41. 4Challenges in MOOC • Low retention and lack of motivation • Faculty primacy over curriculum • Scalability

  42. 4Challenges in MOOC • Certification • All offer some kind of certificate. • You pay for a verified certificate. • Accreditation • It does not seem to work well • Udacity offered accredited courses from San Jose State U and a MSc From Georgia Tech. • But they both disappeared from their site.

  43. 4How Does Udacity Make Money? $90/m, $150/m, ….

  44. Tools3: Screen Casting • Screencasting is taking take a digital video of what you are doing on your computer desktop. • You can also record narration and from web cam. • In the online classroom, it can: • engage distance learners • build a sense of academic community

  45. Tools3: Screen Casting • Screencasting can be used to provide: • a welcome and visual orientation to a class, • a tour of the class from a learner’s perspective, e.g. how to submit assignments, check grades, etc., • lectures, • explanation of complex concepts, • collective feedback, and • inputs from the students.

  46. Tools3: Screen and Casting • Capture your screen (or part of it) activities along with your audio and video. • goo.gl/wp7DYl

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