From mobile learning and the technologies used in mobile education to thinking-based learning as a pedagogical approach, this training course in Digital Content Creation, Mobile Learning, Gamification and Virtual Worlds It will provide you with a comprehensive overview of the most relevant trends and strategies in digital education. You will learn how to create effective content for online teaching, explore gamification as a teaching strategy, and discover how to use 3D virtual worlds and emerging technologies in education. Whether you’re an educator, a content designer or simply an enthusiast of digital learning, this course will prepare you for the future of education.
Digital Content Creation, Mobile Learning, Gamification
Introduction
Objectives
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To explore the technologies used in mobile learning and their educational app.
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Learn how to create digital content effective approaches to mobile learning and the flipped classroom.
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Discover the gamification as a teaching strategy and its application in the classroom.
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Explore the use of 3D virtual worlds and emerging technologies in education.
Table of Contents
TEACHING UNIT 1. INTRODUCTION TO TEACHING WITH MOBILE DEVICES.
- What is mobile learning?.
- Connectivity as a step forward in bridging the digital divide.
- E-learning.
- B-learning.
- M-learning.
- Standards in Mobile Learning.
TEACHING UNIT 2. THE FUTURE OF MOBILE LEARNING. IMPLICATIONS FOR PLANNING.
- Social factors shaping the future of mobile learning.
- Learning contexts.
- Infrastructure and connectivity.
- Planning for the management of mobile education.
- Inclusive and safe mobile learning.
TEACHING UNIT 3. EDUCATIONAL EXPERIENCES WITH MOBILE LEARNING.
- What is meant by a ‘mobile experience’?.
- Legislation on resource consumption.
- Policies on the use of devices at different stages of education.
- Apps and tools for mobile learning.
- Analysis of user experiences from the perspective of resource consumption and device usage.
TEACHING UNIT 4. TECHNOLOGIES USED IN MOBILE LEARNING.
- Mobile devices: an analysis of their use in education.
- Access technologies and location technologies.
- Managing pupils using mobile devices.
- Technical developments in applications.
- An analysis of the most compatible operating systems.
TEACHING UNIT 5. THINKING-BASED LEARNING (TBL): A PRELIMINARY STEP TO CONTENT CREATION.
- What is Thinking-Based Learning?.
- Stages of the TBL.
- TBL dimensions
- Competence standards for critical thinking.
- TBL Projects.
TEACHING UNIT 6. CONTENT CREATION AND LANGUAGE IN MOBILE LEARNING.
- The use of audiovisual language.
- Content display.
- Interaction with the content.
- Content creation, publication and communication.
- Project-based learning (PBL), outside the classroom.
TEACHING UNIT 7. CREATING CONTENT FOR THE FLIPPED CLASSROOM METHODOLOGY.
- Why? What is it, and what isn’t it?.
- The four pillars.
- Methodology, or how do you organise a lesson if there is no lesson?.
- Guidelines for creating content in a flipped classroom.
- Video editing to create content.
- Using apps as creative tools.
TEACHING UNIT 8. GAMIFICATION AS A TEACHING STRATEGY.
- The use of games in the classroom: advantages and disadvantages.
- The use of play in the classroom as a means of managing emotions.
- The dynamics of gamification in learning processes.
- How do you design a gamification process?.
- The game review.
- Ideas for gamification.
TEACHING UNIT 9. 3D VIRTUAL WORLDS IN EDUCATION.
- Qr.
- Augmented reality.
- 3D printing.
- Image, pattern and shape recognition.
- 3D visualisation systems.
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