knowledge networks & digital innovation
DESCRIPTION
This degree is designed to develop agile leaders in new cultures of digital formal and informal learning, with flexible program options in knowledge networking, global information flow, advanced search techniques, learning analytics, social media, game-based learning, digital literature, learning spaces design and more. Ideal for educators, school leaders, ICT integrators, teacher librarians, instructional designers, learning support specialists and teacher educators, who are seeking to develop expertise in global and community networked knowledge environments.TRANSCRIPT
Knowledge Networks & Digital Innovation
Commencing in 2014
Course Director: Judy O’Connell
New degree by
distance education!
Today’s novelty is tomorrow’s norm
Be prepared!
We live in a connected world. Nearly two billion people connect to the internet, share information and communicate over blogs, Wikis, social networks and a host of other media.
Anything imaginable is capable of being connected to the network, become intelligent offering almost endless possibilities.
We already have internet devices attached to our ears, and some even have embedded devices connected to their doctors.
Ubiquitous connectivity
cc licensed ( BY NC SA ) flickr photo by Leonard John Matthews: http://flickr.com/photos/mythoto/1234638761/
Flattening Classrooms, Engaging Minds: Move to Global Collaboration One Step at a Time
More content and streams of data - all of these changes into online environments require an equivalent shift in our understandings of online needs and capabilities.
Ubiquitous connectivity
The question is.....?
How does technology impact the way students need to learn?
cc licensed ( BY NC SA ) flickr photo by fatboyke (Luc): http://flickr.com/photos/fatboyke/2984569992/
Interfaces for discovery
What do we expect of digital media?How can we create better experiences?
More content, streams of data, topic structures, (theoretically) better quality - all of these in online environments require an equivalent shift in our online capabilities.
We must understandour information and knowledge
environments
A connected information worldBIG
Horizon Report 2013
Time-to-Adoption Horizon: One Year or Less•Cloud Computing•Mobile LearningTime-to-Adoption Horizon: Two to Three Years•Learning Analytics•Open ContentTime-to-Adoption Horizon: Four to Five Years•3D Printing•Virtual and Remote Laboratories
Degree Highlights
Concepts and Practices for a Digital Age
This subject sets the foundations of connected learning within new information environments created by the social and technological changes of the digital age. By focussing on connectivity, communication, collaboration and convergence, the subject addresses the challenges, opportunities and emerging possibilities for learning and teaching in information-rich participatory environments. Trends in knowledge construction, participation and social networks will be explored, including information futures and digital convergence. The subject introduces education informatics and the scholarship of digital teaching, and models connected learning through group discourse and collaborative inquiry in digital environments, including the reflective and participatory experiences employed throughout the course.
Knowledge Networking for Educators
This subject examines the educational practices of connected learning environments within distributed networks of people and institutions, including schools, information organisations and online communities. Knowledge networking is introduced as an active and complementary partnership of online tools, information access, information distribution and pedagogic practices, which are underpinned by social, ubiquitous, blended and personalized learning. Research foundations and case studies will define the value and function of personal knowledge networks. The subject examines tools and opportunities to produce, circulate, curate and comment on new media and explore the affordances of popular peer culturetools and community-based knowledge for connected learning.
Information Flow and Advanced Search
This subject offers a comprehensive overview of the changing information flow created by digital environments. By examining the new information architecture of the web, including metadata and the semantic web, the strategies and tools to best manage today’s digital information environment for learning and teaching will be explored. This will include information retrieval concepts; diverse search engines; advanced search tools and techniques; and search within social media for real-time information. A nontechnical introduction to big data and learning analytics will provide important avenues for understanding information flow and the possible ways to shape social, technical and pedagogical transactions ineducation.
Designing Spaces for Learning
This subject is designed to extend understanding of the complex relationships between space, place andlearning pedagogies in the design of innovative, adaptable spaces for learning. After critical reading andresearch, students will be able to challenge traditional assumptions in order to understand ways to transform the design of the learning environments. Innovative ideas for facilities and spaces will providethe context for developing and adapting classrooms, libraries and general facilities.
Literature in Digital Environments
This subject will examine literature experiences and practices in digital environments and the principles of interactivity, connectivity and access, that now characterise the reading experience in the digital age. Learning and information behaviours; dynamic non-linear hyperlinked environments; and forms and formats on various devices, will be examined to understand the emerging influences and changes in reading and literacy experiences. This subject will include the use of online tools and digital resources for literacy experiences, and will allow students to experiment with creativity in connected learning environments.
Game-based Learning
This subject provides an introduction to understanding the potential role of games and gaming for learning in the digital age. Trends in game designs, cultures, genres will be explored in the context of both educational games and commercial games, which can be successfully adapted for pedagogical, curriculum and individual needs of learners. The subject introduces the principles of game design, examines research literature surrounding games and learning, and includes reflective participation in gaming culture.
A range of other subjects choices
ICT for Innovative PracticeLiterature in EducationDigital Citizenship in SchoolsSocial Networking for Information ProfessionalsPreserving Digital ContentIntroduction to Educational ResearchClassroom Technologies
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