Knowledge Networks & Digital Innovation

Judy O'Connell
Judy O'ConnellSenior Lecturer, Faculty of Education em Charles Sturt University
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!
Knowledge Networks & Digital Innovation
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 understand
our information
and knowledge
environments
Knowledge Networks & Digital Innovation
Knowledge Networks & Digital Innovation
A connected
information world
BIG
Horizon Report 2013
Time-to-Adoption Horizon: One Year or Less
•Cloud Computing
•Mobile Learning
Time-to-Adoption Horizon: Two to Three Years
•Learning Analytics
•Open Content
Time-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 culture
tools 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 and
learning pedagogies in the design of innovative, adaptable
spaces for learning. After critical reading and
research, 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 provide
the 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 Practice
Literature in Education
Digital Citizenship in Schools
Social Networking for Information Professionals
Preserving Digital Content
Introduction to Educational Research
Classroom Technologies
Like us on Facebook to keep
up-to-date with information updates!
https://www.facebook.com/KnowledgeNetworksDigitalInnovation
1 de 26

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Knowledge Networks & Digital Innovation

  • 1. Knowledge Networks & Digital Innovation Commencing in 2014 Course Director: Judy O’Connell New degree by distance education!
  • 4. 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.
  • 5. Anything imaginable is capable of being connected to the network, become intelligent offering almost endless possibilities.
  • 6. We already have internet devices attached to our ears, and some even have embedded devices connected to their doctors.
  • 7. 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
  • 8. 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
  • 10. 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/
  • 11. Interfaces for discovery What do we expect of digital media? How can we create better experiences?
  • 12. More content, streams of data, topic structures, (theoretically) better quality - all of these in online environments require an equivalent shift in our online capabilities.
  • 13. We must understand our information and knowledge environments
  • 17. Horizon Report 2013 Time-to-Adoption Horizon: One Year or Less •Cloud Computing •Mobile Learning Time-to-Adoption Horizon: Two to Three Years •Learning Analytics •Open Content Time-to-Adoption Horizon: Four to Five Years •3D Printing •Virtual and Remote Laboratories
  • 19. 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.
  • 20. 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 culture tools and community-based knowledge for connected learning.
  • 21. 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.
  • 22. Designing Spaces for Learning This subject is designed to extend understanding of the complex relationships between space, place and learning pedagogies in the design of innovative, adaptable spaces for learning. After critical reading and research, 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 provide the context for developing and adapting classrooms, libraries and general facilities.
  • 23. 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.
  • 24. 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.
  • 25. A range of other subjects choices ICT for Innovative Practice Literature in Education Digital Citizenship in Schools Social Networking for Information Professionals Preserving Digital Content Introduction to Educational Research Classroom Technologies
  • 26. Like us on Facebook to keep up-to-date with information updates! https://www.facebook.com/KnowledgeNetworksDigitalInnovation